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HUMANSPACE

EMPIRES
SCIENCE FANTASY ADVENTURES
ADVENTURES IN THE STARSTAR-FARING ANCIENT PAST
OF PROFESSOR M.A.R. BARKERS WORLD OF T
TKUMEL

*
REVISED
PLAYTEST DRAFT
Additional information for Humanspace Empires at IX blog,
http://ixians.blogspot.com/

This work is a free fan publication. All included artwork is believed to be in the
public domain or has been released into the public domain. All original text is Open
Game Content.
Tkumel and its related products and materials are copyright 1975 and 2010 by Prof.
M.A.R. Barker.
This work is not intended in any way to infringe upon that copyright or other
intellectual property rights of Prof. M.A.R. Barker.

INTRODUCTION
In the early 21st century Western
Civilization" and the nations of Terra are
obliterated by the Atomic Armageddon. Over
thousands of years, the surviving peoples of
Earth rebuild a technological civilization atop
the radioactive ashes. Humankind again
reaches for the stars and eventually
encounters an advanced insectoid race near
the star Procyon. This ancient alien race, the
P Chi, gift the peoples of Earth with th
the

Three Lightt Drive and many other wondrous


devices, and accept the Terrans as members
of interstellar society.
The human space age is now fifty thousand
years old. Humanity
umanity has spread across
hundreds of light years of space; stellar
empires have risen, endured for millennia,
and fallen. The migrations and imperial
expansions have ebbed and flowed, resulting
from wars, commerce, religious impetus, and

other mysterious compulsions. Countless


alien species have been contacted; some have
become friends and trading partners, some
have been enslaved or decimated, and others
persist as inimical foes of man across galactic
space. Thousands of worlds have been
colonized; colonies have been lost in deep
space
and
developed
strange
new
civilizations and even pocket star empires in
the Beyond, the fringes of Humanspace.
The year 62011 AD is the 6082nd year of the
Great Humanspace Empire and the 844th
year of the Dynasty of the Veritable
Autocrator. Mankind and its alien allies have
reached
a
state
of
unprecedented
technological advancement. Starships cross
vast distances in days by travelling between
dimensions, trade routes thread space like
capillaries in living tissue, computers,
androids and robots are built with advanced
positronic brains, molecular machines
reshape matter and interplanar power is
tapped to transform worlds and even stars.
Still, it is not a time of tranquility and ease.
Some feel that the Great Star Empire is
crumbling under the weight of its
bureaucratic and authoritarian excesses and
its decadence. Human and alien foes of the
empire are emboldened and active across the
Orion Spur. Others know that the greatest
threats lie in the unknown regions of deep
and inter-dimensional space.
The following represents a partial chronology
of major events in the history of Humanspace
Empires:
2012-2013 AD Western Civilization" and
the nations of 21st century Terra are
obliterated by the Atomic Armageddon.
ca. 8000 AD Earth struggles out of the
radioactive ashes and slowly rebuilds a
technological civilization

9767 AD -ca. 16800 AD Duration of the OneWorld Empire on Earth


ca. 12000 AD Generation ships from Earth
encounter the P Chi in deep space. The P
Chi gift the peoples of Earth with the Three
Light Drive and many other wondrous
devices. Humanity introduced to the Pchi Li
from Arcturus, the Heglethyl from
Unukulhai, the Tinalya from Algol, the
Ahoggya from Achernar, and other alien
species. The P Chi warn Terrans of
dangerous species including the Mihalli from
Dorsum, the Nyagga from Alhena, the Hokun
from Markeb, the Hlutrgu from Algenubi.
ca. 12200 Nininyal Traders first visit Earth.
ca. 12200 - 16800 AD Duration of the
League of Worlds. Members included the P
Chi, the Terrans, the Pchi Li , and the
Tinalya.
ca. 12300 First Regulan War , earliest
incursions of Algenubi into Humanspace
ca.
12600
Second
Regulan
War,
establishment of the Neutral Zone between
Regulus and Humanspace
ca. 12600 16800 AD Lasting Peace
ca. 16800 Third Regulan War, Collapse of the
League
ca. 16800- 20000 AD First Interim
ca. 20000- 24000 AD Duration of the First
Terran Empire
ca. 21200- 21500 AD Period of continuous
interstellar warfare pitting the Terran Empire
against the Regulans and the Hlutrgu.
ca. 24000 The Great War, widespread use of
sub-atomic planetbuster bombs
ca. 24000 AD- 26117 AD Second Interim

ca. 25500 AD Rise of the Clonemasters in


Humanspace

ca. 61,800 AD First contact with the Shen of


Antares, Shen-Transporter
Transporter War

26117- 48044 AD Duration of the Second


Terran Empire, the Clonemaster dynasties.

ca. 62,000 AD First contact with the Chima,


the Urunen from Betelgeuse and the Hlaka
from Ensis. Tekumel (Sinistra/ Nu Ophiuchi)
is discovered
overed by explorers from Humanspace
amongst the trade routes of several stellar
cultures including the Shen and pocket
Empires in the Beyond.

47987-48044 AD Clonemaster-Cy
Cymek War
48044 49002 AD Cymek Empire
49002- 49440 AD the Lesser [Third] Interim
49401 AD Ansible invented by the P Chi on
Procyon
49440 54085 AD Duration of the (First)
Humanspace Alliance
52940 AD Interfogulator invented
54044 54085 AD nth Interstellar War ends,
collapse of the (First) Humanspace Alliance
54085 - 55929 AD Fourth Interim
55929- ????? Humanspace [Third Terran]
Empire

62,011 AD
Empires)

The

present

(Humanspace

62,000-62,110 AD The armies and fleets of


the Humanspace Empire combat
com
the
indigenous Ssu and Hluss civilizations in the
Sinistra system. Following the victory of
Humanspace forces, Tekumel is terraformed.
War and terraforming result in the
extermination of 98% of the planets native
life . Surviving Ssu, Hluss, and related
relat sentient
species relocated onto closely guarded
reservations
62,111-ca. 111, 912 AD Tekumel is the jewel
of Humanspace, a pleasure planet and trading
center

57013 AD Terran- Ahoggya War.


61167 AD Firstt year, Dynasty of the Veritable
Autocrator

ca. 111, 912 AD Tkumel thrown into pocket


dimension, the Time of Darkness. The same
fate befalls
lls 722 other worlds in Humanspace

CHARACTERS
CHARACTER GENERATION
NERATION
rolling 3d6 for
Characters are generated by roll
each basic attribute,, in the same order that
they are described in this chapter, Strength,
Dexterity, Constitution, Intelligence, Psyc
Psychic
Power,, and Charisma, Record the rolls on a
character sheet.. The character sheet provided
at the end of this book may be used
used.
After generating the basic attributes, note the
various modifiers that each attribute provides

on the character sheet. Next, the species of


the character is chosen from the various
human and alien races of known space. Note
that several species require minimum scores
in certain attributes and several offer various
specific advantages, disadvantages, and/or
limitations.
Next, the characters background skills are
chosen,, followed by a profession, or class.
Note that there are prime requisites for each
eac
class, and certain classes will require
minimum scores for some abilities. Roll hit
points using the appropriate die for the

characters class, and record the value on the


character sheet. Also record on the character
sheet any additional abilities provided by the
characters class.
All characters receive a randomly de
determined
stake of credits (CR), the currency of
Humanspace. Consult
lt the weapon and
equipment lists, and use these starting funds
to purchase armor,, weapons and gear for the
character. Record the characters Armor Class
(AC) , weapons, and gear on the sheet.
Choose the characters sex, an appropriate
name, and create a description
escription of what the
character looks like, his or her personality,
and any information about the characters
background.

Strength (STR) measures a characters raw


physical power. High or low STR affects a
characters ability to hit and cause damage in
melee combat, and the
he chances of a character
using brute force in various activities, such as
forcing open a door.
STRENGTH SCORES
Modifier to Melee Attack (Hit
Score
and Damage) and Force Rolls*
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3
*All hits will do a minimum of 1 hit point of
damage
Dexterity (DEX) measures coordination,
agility, reflexes, and balance. High or low DEX
scores affect armor class and probability that
attacks will succeed.

Basic Attributes
A characters Basic Attributes are determined
randomly. Roll 3d6 for each. Roll abilities in
the order discussed below. The Referee may
allow a player to roll abilities in any order
order;
however this is not recommended
recommended.

DEXTERITY SCORES
Armor
Attack
Saving Throw
Class
Modifier*
fier*/
Modifier
Score Modifier Initiative
(to Energy
Modifier**
Blast)
3
+3
-2
-3
4-5
+2
-1
-2
6-8
+1
-1
-1
9-12
0
0
0
13-15
-1
+1
+1
16-17
-2
+1
+2
18
-3
+2
+3
*These modifiers apply to hit and damage for
melee and missile attacks.
**These adjustmentss are applied if the optional
individual initiative rules are used.
Constitution (CON) represents a characters
general health and stamina. A Constitution
bonus increases a characters hit points and
thus, his or her survivability..

CONSTITUTION SCORES
Hit Point
Score
Modifier
per Hit Die*

3
4-5
6-7
8-12
13-15
16-17
18

-3
-2
-1
0
+1
+2
+3

Saving
Throw
Modifier
(to all Poison
and Disease)
-3
-2
-1
0
+1
+2
+3

*A character will receive a minimum of 1 hit


point per level regardless of the modifier to
hit dice.
Intelligence (INT) determines how well a
character learns, remembers, and reasons.
This ability is particularly important for
Scientists but useful to all classes as a high
intelligence may provides additional skills,
powers and languages.
INTELLIGENCE SCORES
Score Additional
Skill/Power
Languages
Selection Modifier
3
0
-3
4-5
0
-2
6-8
0
-1
9-12
0
0
13-15
+1
+1
16-17
+2
+2
18
+3
+3
Psychic Power (PSY) represents a
characters innate psychic potential, or his or
her ability to tap into powerful inter-planar
energies. Psychic power is vital to any
character that will use PSY powers or superscientific powers that rely on channeling
inter-planar energies.

PSYCHIC POWER SCORES


Saving Throw
Score
Modifier
(to all PSY
effects)
3
-3
4-5

-2

6-8

-1

9-12

13-15

+1

16-17

+2

18

+3

PSY Powers

Unable to use
PSY powers
Unable to use
PSY powers
Unable to use
PSY powers
Unable to use
PSY powers from
Group I-III.
No restrictions or
bonus
+1 PSY power
success rolls
+2 PSY power
success rolls.

Charisma (CHA) measures a characters force


of personality, guile, magnetism, leadership
qualities, and physical attractiveness. This
ability is important for all characters as it
affects how beings or creatures will respond
to a character in an encounter, and affects the
morale of retainers and the number of
retainers a character may have.
CHARISMA SCORES
Reaction
Score Adjustment
3
+2
4-5
+1
6-8
+1
9-12
0
13-15
-1
16-17
-1
18
-2

Retainers
1
2
3
4
5
6
7

Retainer
Morale
4
5
6
7
8
9
10

Prime Requisites
Several classes discussed later in this text
have listed ability prime requisites. The table
below details the effect a score in a prime

requisite has on experience points earned by


characters.
ABILITY PRIME REQUISITES
Score
3-5
6-8
9-12
13-15
16-18

Experience
Adjustment
-10%
10%
--5%
0
+5%
+10%

result in increasing an attribute above 18 is


ignored.
ATTRIBUTE INCREASE
Roll
1
2
3
4
5
6

Attribute
STR
DEX
CON
INT
PSY
CHA

Alignment
In Humanspace Empires, characters are not
created with an alignment; however
monsters and certain beings and NPCs are
a
described
with
an
alignment
that
t
characterizes their relationship to the
characters, or more generally, the dominant
domina
culture of Humanspace. The three alignments
are generally self-explanatory,
explanatory, Inimical,
Neutral and Allied.
Inimical monsters and beings stand in violent
opposition to Humanspace, humanity and its
allies in known space. Neutral creatures are,
for various
us reasons, neither almost certainly
hostile or friendly to characters,
characters and Allied
beings will usually be friendly.
Situational conditions and other factors will,
in most cases, influence reactions between
encountered beings, monsters and characters
to a greater degree than alignment. Inimical
beings will; however, almost always be
hostile.

Attribute Increases
Upon a characters attainment of a new level
of experience, the player may roll to attempt
to improve one of the characters attribute
scores. If a player rolls 19-20
20 on 1d20, +1
point may be added to one attribute
determined randomly. A roll that would

SPECIES
Humanity: Mankind is the dominant species
in Humanspace, the most prolific,
prolific the most
widespread,, and possibly the most diverse.
diverse
Humans are not limited in their
heir advancement
as Adventurers, Astronauts, Scientists or
Warriors.

Ahoggy: The Ahoggy of Achernar are fourarmed and four-legged, barrel-bodied, bristly
and knobby alien sapients. Their muscular
legs extend out from the base of the body in a
crouch. Their four arms extend out at
equidistant intervals from beneath a domed,
thickly armored carapace at the top of their
body. Their hands and feet both possess three
digits and a thumb. Between and below their
arms, protected by a horny ring, are two eyes
and a fanged mouth on one side, and two eyes
and other organs on each of the other three
sides. They are somewhat shorter than an
average human but considerably more
massive. The species has eight sexes.
The Ahoggy inhabit a semi-autonomous
region of Humanspace rimward of Terra;
their own star empire having been conquered
by Terrans thousands of years ago. They are
generally viewed as an inferior species and
have adapted less well to Terran hegemony
than many alien cultures. They are known for
their great boxy trade ships loaded with what
most races consider refuse.
Ahoggy characters must have STR and CON
scores of 13 or higher and a PSY score no
greater than 9. They have a natural AC of 7
and if unarmed, attack for 1d6 damage with
their claws. All Ahoggy receive an additional
2d6 hit points at first level.
Some (1 in 4) Ahoggy are anti-Psychic. These
will have a PSY score of 8 or less; however
they receive a PSY effect saving throw bonus
in lieu of a penalty (equal to the absolute
value of the penalty). PSY power success
throws within 50 feet of these beings also
suffer the penalty.
Ahoggy are fully coordinated and may attack
with all four arms at no penalty; however,
because they are radially symmetrical, they
can attack a single opponent no more than
twice in a round. Ahoggy Warriors do not
gain additional attacks at high levels. Ahoggy
are unlimited in their advancement as
Warriors. They may progress no higher than
8th level in the other classes.

Heglethyl: The Heglethyl of Unukulhai are


a minor interstellar race that was contacted
by the P Chi thousands of years prior to the
arrival of humanity amongst the stars. Their
homeworld is a tropical swamp planet
located coreward of Terra.
Members of the species are generally human
sized with a rotund, rubbery white body, four
slender legs extending at equidistant
intervals from the body, two upper arms with
four digits and an opposable thumb, and a
head with humanoid features. A bony crest
rising from the forehead of their long skull
curves over the back; from this crest flexible
folds of skin fall down behind the shoulders
to join the body at the base of the spine. The
Heglethyl include two sexes; males (70
percent) and females (30 percent).
Heglethyl characters must have a CON score
of 13 or higher and a PSY score no greater
than 8. Many are anti-Psychic (see the
Ahoggy). They are unlimited in their
advancement as Warriors but may progress
no higher than 8th level in the other classes.
Most star faring members of the species are
merchants and their culture is known to
produce fine diplomats.
Nininyal: The Nininyal, the Mole Men of
Mirach IV, are amongst the most ancient
interstellar species of Humanspace, having
independently developed the Three Light
Drive or received it from an unknown race,
during the same era that it was invented by
the P Chi.
Physically, the Nininyal are small, averaging
about 3 feet tall and rodent-like, with a sharpfeatured face, pronounced beak, large ears,
and grey or black fur. They are bipedal,
having two muscular legs, and two arms at
the end of which are claw-like hands with
three-fingers and a thumb. The species also
has a short vestigial tail. Their sight and
hearing are far more sensitive than those of
humanity. A Nininyal sees clearly in near total
darkness. Their night vision extends to a
range of 120 feet.

The spoken Nininyal language, has proved


impossible for the human tongue due largely
to its extremely high speech rate, as such, it is
not known what the species names itself, its
language, or its home world.
Nininyal characters must have a DEX of 12 or
higher and STR and CON scores no greater
than 12. They may progress no higher than
8th level as Warriors. They are not limited in
their
advancement
as
Adventurers,
Astronauts or Scientists.
Nlyss: Nlyss or N'lss represent a genetically
engineered human sub-species rarely
encountered within the Empire but present in
greater numbers in regions of the Beyond.
The Nlyss are typically taller than average
humans, averaging about seven feet in height,
and they tend to have a light, ruddy
complexion and coarse dark hair. As a clone
race, they tend to vary little in individual
appearance. They are devotees of an ancient
code of honor and tend to be arrogant and
aloof.
Nlyss characters must have Strength and
Constitution scores of 12 or higher. They are
best suited to be Warriors; however they are
members of an Astronaut culture and not
limited in their advancement as Adventurers,
Astronauts or Scientists.
Pchi Li: The Pchi Li of Arcturus are
another minor interstellar race elevated by
the P Chi thousands of years prior to the
arrival of humanity amongst the stars.
They have four short legs, a soft, grey-green
pear-shaped body covered with small knobs
and pendulous protuberances, four slender
upper arms with four fingers and a thumb on
each hand, and a heavy-jawed, toothy, animallike head. Their huge, platter-shaped eyes
permit them to see well in the dark, and they
also possess an atrophied sixth sense. They
range from about 5 feet to 6 feet in height.
The Pchi Li are asexual and reproduce by
budding.

Pchi Li characters have low light vision at a


range of 120 feet, receive a +1 on all rolls to
detect secret doors or other concealed objects
and their sixth sense allows them to detect
danger in a 10 foot radius on a roll of 1 or 2
on 1d6. They may attack with a weapon in
their secondary arm at -2 to hit and with
weapons in their other two arms, each at 5
to hit.
Pchi Li characters must have a DEX of 12 or
higher and a CHA no greater than 9. They are
unlimited in their advancement in any class.
P Chi: This ancient race reached a state of
cultural and scientific advancement during a
period when most other species in known
space were quite primitive.
They are
responsible for the invention of the ThreeLight drive, a gravitic star drive that can
propel a spaceship nearly as fast as the speed
of light, the ansible, or inter-planar FTL radio,
and have made significant contributions to
the development of inter-planar studies and
the interfogulator, that allowed for the
equivalent of FTL space travel.
They are a philosophical and peaceful species.
That contacted and elevated numerous
developing species within Humanspace,
including humanity, and these two races have
remained close allies. The P Chi Garden
Worlds remain an autonomous region within
the Humanspace Empire; however, many
members of the species travel to human
worlds and choose to live amongst men,
There are those that believe man is, and has
been for millennia, a puppet of this great race.
The graceful, vaguely insectoid P Chi
average about 6 feet in height, are covered
with a chitinous exoskeleton, have two
powerful rear legs, four smaller upper limbs
ending in bony hands with three digits and an
opposable thumb, and a segmented
prehensile tail. They also possess two sets of
lungs, one in the upper torso and another in
the lower abdomen. Males are deep black in
color and females are bone white, Their heads
are long and slender, with two large green

eyes, a tapering proboscis, and two fan-like


ears at the rear of the skull.
The P Chi are divided into the two sexes, as
noted supra, plus a neuter stage which can
be adopted by either sex. Males make up
about 40 percent of the population, females
35 percent, and the neuters, 25 percent.
They are incapable of holding their breath
and will die almost instantly if deprived of air.
Members of the species heal at standard
rate whether through rest, drugs, or other
means. They may attack with a weapon in
their secondary arm at -2 to hit and with
weapons in their other two arms, each at 5
to hit.
All members of the species have excellent
hearing and vision, and a basic form of PSY
empathy that can detect the presence of
another living creature within 10 feet. The
same sense can detect when a member of
their species has been slain within a radius of
about 3 miles, and if they can ascertain who
was responsible, they are implacable enemies
thereafter.
P Chi characters must have a DEX of 12 or
higher, a PSY of 9 or higher and a CON score
no greater than 12. They are not limited in
their advancement in any class.
Shn: The reptilian Shn of Antares are
masters of a great star empire that rivals
Humanspace in power and extent. They are
generally neutral toward humanity and the
allied races; however several wars with the
Shn have been fought over disputed border
worlds.
Humans view Shn as harsh and semicivilized despite their great empire and super
scientific culture. Shn are a Warrior culture
and value physical power, ferocity and
endurance.
Shn average 7 feet in height and are roughly
humanoid, standing erect upon two powerful
rear legs and with two forearms ending in
three-fingered hands with an opposable

thumb. They are covered with shining black


scales and have a thick, prehensile tail, a
curved, beak-like snout, double rows of
needle-sharp teeth, and a crest of glittering
spines that become extended when the Shn
is enraged.
The species has three sexes: males ('eggcreators') about 40 percent, females ('egg
layers') 35 percent, and egg-fertilizers 25
percent. They are divided into genetic
lineages or egg-groups that may be friendly,
neutral or hostile to one another.
Shn characters must have Strength and
Constitution scores of 12 or higher. Their
psychic talents are weak, and they are limited
to a PSY score of 10 or less. A few are antiPsychic (see the Ahoggy). They have a
natural AC of 7 and if unarmed, may make up
to 3 attacks per round; bite for 1d6 damage
(at2 to hit if additional attacks are made)
and claw/claw for 1d6 damage each at -5 to
hit.. All Shn receive an additional 2d6 hit
points at first level. They are unlimited in
their advancement as Warriors but may
progress no higher than 8th level in the other
classes.
Tinalya: The Tinalya of Algol are an
intensely curious, learned, materialistic, often
generous, and extremely literal-minded
species.
They are; however, respected
throughout Humanspace as a great superscientific culture and their devices, weapons,
and starships are highly sought after.
The Tinalya average only about 2 feet in
height, have four short, outwardly-bowed
lower legs, a spherical abdomen, two long
arms ending in claw-like three-fingered
hands with an opposable thumb, and sloping
heads with huge eyes and vaguely humanoid
features. Their body consists of several
bulbous segments covered with a horny
integument, usually tan, russet or deep brown
in color. There are three sexes: males (10
percent), females (5 percent), and neuters
(85 percent); the latter sex, and a few
females, are usually the ones who wander

amongst the stars to explore, trade and


satisfy their curiosity for a few years before
returning to the intricate social life of their
homeworld.
Tinalya characters must have an INT of 12 or
more, DEX and CON scores of at least 9, and a
STR of 9 or less. Although the
he Tinalya are
highly effective combatants when necessary,
they are not warlike and may progress no
higher than 8th level as Warriors. They are
not limited in their advancement as
Adventurers, Astronauts or Scientists.
ientists.

have been found which do not speak a


recognizable form of Sunuz even after millenia
of isolation or with racial mutation almost
beyond recognition. Some characters with high
intelligencee receive additional languages and use
of super-scientific
scientific translator devices is wide
spread throughout known space.

ANDROIDS AND ROBOTS


Rules for androids and robots as player
characters have not been included in this
draft playtest edition; however they are
planned to appear in future editions as a
player character class.
Additionally, no
specific rules aree included in this edition for
mutants, genetically modified characters,
excepting the Nlyss, or cybernetic characters,
known as Cymeks in Humanspace.
Despite the high degree of technological
advancement in Humanspace, Cymeks and
genetically-shaped beingss are rare. This is, in
part, a function of history, as the last Great
Terran Star Empire fell through a massively
destructive Civil War fought between Cymeks
and Gene Shapers.

LANGUAGES
Most characters,, excepting those from lost
colonies, deep space, or primitive worlds
worlds, begin
with the common language of Humanspace
Humanspace. This
tongue is Sunuz, or Standard Star Empire and it
is a descendent of the Tamil, Mayan, and Arabic
languages of Ancient Terra.
There are four main branches of the universal
language: High Sunuz, Standard Sunuz,
Commercial Sunuz, and Scientific Sunuz. There
are also many forms of low Sunuz, especially
among lost colonies. The various dialects are
are;
however remarkably uniform. Few lost colonies

Background Skills
All characters have a background; this
includes a number of skills acquired during
du
their youth. The skills listed in this section
are not intended to represent the sum of a
characters knowledge but include those that
may be of use to during the game. The first
group consists of Basic: skills,
skill the skills of the
proles of known space.. The Technical group
includes skills that require more advanced
study or training.. Finally the Expert skills
include talents and skills that require
considerable
erable time and formal education or
intensive training. To determine a characters
starting skills, roll 1d20, add the intelligence
attribute modifier and consult the table
below.
BACKGROUND SKILL SELECTION
Roll
Background Skills
(-2)-1 Choose one basic skill.
skill
2-4
Choose one basic and one technical
skill.
5-9
Choose one skill from each category.
10-13 Choose 2 basic skills, 2 technical
skills and one expert skill.
14-17 Choose 3 skills from each category. *
18-19 Choose 4 basic skills, 3 technical
skills and 3 expert skills.*
skill
20+
Choose 4 skills from each category. *

*Three basic skills may be exchanged for 2


technical skills or one expert skill.
The Referee may, optionally, have players roll
on the following table to determine the
technological sophistication of the characters
homeworld.
This will affect the skills
available to the character.
BACKGROUND TECH LEVEL
Roll
Background Skills
1
Primitive
2-5
Advanced
6-9
Mixed
10-20 Super-Scientific
Background skills are chosen from the
following table. Bold, italicized skills are
available only to characters from advanced,
mixed or super-scientific cultures. A player
may select a single skill multiple times for his
or her character. A skill selected twice is
expressed as +1, a skill selected 3 times is
expressed as +2 (e.g. brawler +1, pilot +2).
No skill may be greater than +5. Each
selection indicates a greater competency in
the skill and the number associated with the
skill is used as a modifier in some cases
where skill success or failure is randomly
determined,
BACKGROUND SKILLS
Basic
Technical
agriculturalist accountant
air pilot
brawler
alien contact
builder
animal
trainer
cook
bureaucrat
driver
comms tech
distiller
comp tech
factory
courtesan
worker
gambler
electrician
hunter
lab tech
moisture
mechanic
farmer
mountaineer
miner
primitivist
robo tech
scavenger
sailor

steward
survivalist
swimmer-diver
tailor
urbanite

slaver
smuggler
thief
tracer
trader
tubeway tech

poet
scholar
security
soldier
spacer
spy

Any character attempting to use a skill with


which they are not trained is treated as 1st
level and penalized with -4 to their skill
success roll. Any character attempting to use
a weapon with which they are not trained is
penalized with -4 to their attack roll.

Skill Descriptions
Most of the skills are self-explanatory, and it
is left to the player and the Referee to
determine the implementation and resolution
of skill related actions. Some skills require
additional explanation.
Brawler skill represents experience in
unarmed hand to hand combat. Unskilled
characters suffer a -2 penalty to hit in combat
of this type. The brawler skill modifier is
added to the hit and damage rolls,
Drivers are proficient in the operation of
wheeled and tracked ground vehicles.

Expert
archaeologist
architect
artist- sculptor
assassin
astronomer
author
entertainer
gladiator
jack
journalist
mathematician
medic
musician
orator

Hunters are skilled in tracking game in


wilderness areas.
Moisture farmers typically hail from desert
worlds. They are skilled in the operation and
maintenance of various water collecting
devices, the use of water-skins, still suits and
desert survival.
Primitivists are adept at the manufacturing
and use of primitive technology.
Survivalists are trained or experienced in
wilderness survival techniques.
.
Air pilots are proficient in the operation of air
cars, orinthopters, and other aircraft.

Alien contacts are adept in dealings with alien


species.
A specific alien race may be
associated with the skill implying great
familiarity with that culture.
Animal trainers can train any semi-intelligent
animal which is not completely aggressive to
man. An animal may usually be trained in 1d4
months.
Comms techs, comp techs, electricians, lab
techs, mechanics, robo techs and tubeway
techs are experienced or trained in the
operation and repair of communication
devices, computers, electrical devices,
laboratory equipment, machinery, and
tubeway transport systems, respectively. A
skill success roll may be necessary to repair
inoperable or damaged devices.
The thief skill confers various talents
including stealth, lock picking, picking
pockets, etc. A skill success roll may be
necessary to perform these actions.

Medic skill allows a character the use of drugs


and medical kits. A skill success roll may be
necessary to treat injured beings.
Security skill represents experience or
training with security systems and protocol.
Soldiers may select one skill from amongst
the first five Warrior class skills; additional
selections of the skill may be applied to that
weapon or one of the four remaining Warrior
skills.
Spacers may select one skill from amongst the
first 3 Astronaut class skills; additional
selections of the skill may be applied to that
skill or one of the two remaining Astronaut
skills.
The spy skill confers various espionage
related talents including stealth, lock picking,
document forgery, etc. A skill success roll may
be necessary to perform these actions.
Learning Background Skills

Traders may be experienced various


planetary
and
interstellar
mercantile
activities. Skill success rolls may be necessary
to resolve haggling and other financial
dealings.
Assassins are conferred various talents
including stealth and the use of poisons,
Gladiators may select skill in any one
primitive melee weapon. Selecting the skill
additional times will allow increasing
expertise in such weapons; however the
gladiator bonus itself is not applied as a
combat modifier but is representative of
greater success and fame in the arenas.
Jack, or jack-of-all-trades, skill confers several
advantages. Characters with this skill are
considered to possess basic familiarity with
many skills. They suffer a -2 penalty when the
rules otherwise state that a -4 penalty would
be applied to attempts to perform activities
or use weapons without appropriate training.

Additional background skills and increased


proficiency in known background skills may
be attained in game. A Basic skill may also be
learned in one month at a cost of CR 1,000. A
Technical skill may be learned in 4 months at
a cost of CR 5,000 and an Expert skill may be
learned in one year at a cost of CR 10,000.
The time required to learn the skill assumes
full-time study or practice. Part-time learners
must multiply the time by 1d4+1.
Alternately, a character that has made use of
an untrained skill on multiple occasions, been
involved in activities related to the skill, or
used a known skill may, upon gaining
sufficient experience to increase in class level,
roll on the skill success table to gain the skill
or additional proficiency, The characters INT
modifier applies and a successful roll acquires
the skill. No more than two background skills
or proficiencies may be gained per level.

scientific weapons.. Adventurers may not;


however, wear Space Armor.

Adventurer
Requirements: None
Prime Requisite: None
Hit Dice: d6
Maximum Level: None
Adventurers are characterized by their
personal independence and ability to master
many disciplines for their own ends. The
Adventurer lives by his wits and owes
allegiance to no profession.
sion. His or her
objectives are typically wealth
wealth, reputation
and excitement. The Adventurer is multi
multitalented, but lacks the self-discipline
discipline to
master any one of the profession..
The Adventurer utilizes talents of a Warrior,
Astronaut and Scientist; however
er, is limited
to the lesser talents of each. Adventurers are
not limited in their use of standard super
super-

ADVENTURER LEVEL PROGRESSION


Experience
Level
Hit Dice (d6)
0
1
1+6hp
1,251
2
2+6hp
2,501
3
3+6hp
5,001
4
4+6hp
10,001
5
5+6hp
20,001
6
6+6hp
40,001
7
7+6hp
80,001
8
8+6hp
160,001
9
9+6hp
280,001
10
+1 hp only *
400,001
11
+2 hp only *
520,001
12
+3 hp only *
640,001
13
+4 hp only *
760,001
14
+5 hp only *
880,001
15
+6 hp only *
1,000,001
16
+7 hp only *
1,120,001
17
+8 hp only *
1,240,001
18
+9 hp only *
1,360,001
19
+10 hp only *
1,480,001
20
+11 hp only *
*Hit point modifiers from constitution are
ignored
The characters initial professional skills are
determined by rolling 1d20, applying any INT
modifier and consulting the following tables.
Skills and powers must be chosen in the order
presented on the table;
The Adventurer may receive additional
background skills and skills and powers from
the Astronaut, Scientist
tist or Warrior classes.
Note that an adventurer with a low PSY score
may not be allowed certain powers,
An adventurer that is allowed and chooses
Scientist class powers is assumed to begin the
game with a Plastic Actualizer or Lens, see the
Scientist class
ss description for more
information.

ADVENTURER SKILLS/POWERS
POWERS
SELECTION
Roll
Background Skills
(-3)--5 Choose one additional basic
background skill and 2 skills/
skills/Level
1 Powers from among the first 5
6-10
Choose 2 additional basic
background skills and 3 skills/
Level 1 Powers from among the
first 6
11-14
Choose 2 additional basic or
technical background skills and 4
skills/ Level 1 Powers from among
the first 7
15-17
Choose 2 additional basic or
technical background skills and 5
skills/ Level 1 Powers from among
the first 8
18-19
Choose 3 additional background
skills and 5 skills/ Level 1 P
Powers
from among the first 9
20+
Choose 3 additional background
skills, and 6 skills/ Level 1 P
Powers
from among the first 10

ADVENTURER SKILLS/POWERS
/POWERS
primitive weapon (type)
space swordsman
energy pistol
projectile pistol
energy rifle
projectile rifle
PSY luck/holographic scanner
empathy /attractor field
grenades
demolitions
control of self /holographic projection
bio-PK I /heat ray
third eye/ machine empathy
suggestion / psychohistory
psychometry/ Z-ray
ESP/ Y-ray
telepathy/ control device

These skills and powers are either selfexplanatory or detailed under the Astronaut,
Scientist, or Warrior class descriptions.
Progression to a higher
her experience level
permits the Adventurer to add 1d4 + INT
modifier Level 1 skills or powers with the
least advanced skill,, or lowest available on
the list, being mandatorily chosen first.
At 3rd level an Adventurer
dventurer may roll on the
skill success table in an attempt to gain one
Level 2 Astronaut or Scientist power. A
successful roll acquires the power.
At 5th and 7th level an adventurer may roll
on the skill success table in an attempt to gain
two Level 2 and one Level 3 Astronaut or
Scientist powers.
dventurer may roll on the
At 9th level an Adventurer
skill success table in an attempt to gain two
Level 2 and two Level 3 Astronaut or Scientist
powers.
Note that characters must have a PSY score
sufficient to use the powers in order to
acquire them. No Adven
dventurer may gain
powers greater than Level 3.

Astronaut
Requirements: None
Prime Requisite: DEX and PSY
Hit Dice: d6
Maximum Level: None
Astronauts, through the use of Specific
Professional Skills, pilot and crew the ships of
Humanspace and Beyond.
d. Due to their
exposure to interplanar energies during
space travel, astronauts with innate psychic
potential become capable of tapping these
energies to change reality with the power of
their minds. Astronauts tend to be very
mystical or religious; manyy become devotees
of ancient weird religions.
Astronauts are only slightly less effective in
combat than Warriors, due to the many
dangerous alien encounters that they
routinely face. Astronauts are not limited in
their use of standard super
super-scientific
weapons.. They are not; however allowed to
wear Space Armor.

ASTRONAUT LEVEL PROGRESSION


Experience
Level
Hit Dice (d6)
0
1
1+6hp
1,251
2
2+6hp
2,501
3
3+6hp
5,001
4
4+6hp
10,001
5
5+6hp
20,001
6
6+6hp
40,001
7
7+6hp
80,001
8
8+6hp
160,001
9
9+6hp
280,001
10
+1 hp only *
400,001
11
+2 hp only *
520,001
12
+3 hp only *
640,001
13
+4 hp only *
760,001
14
+5 hp only *
880,001
15
+6 hp only *
1,000,001
16
+7 hp only *
1,120,001
17
+8 hp only *
1,240,001
18
+9 hp only *
1,360,001
19
+10 hp only *
1,480,001
20
+11 hp only *
*Hit point modifiers from constitution are
ignored
The characters initial professional skills are
determined by rolling 1d20, applying any INT
modifier and consulting the following tables.
Skills and powers must be chosen
chos in the order
presented on the table.
A player may select a single skill multiple
times for his or her character. A skill selected
twice is expressed as +1, a skill selected
sele
3
times is expressed as +2. No skill may be
greater than +5. Each selection indicates
in
a
greater competency in the skill and the
number associated with the skill is used as a
modifier in some cases where skill success or
failure is randomly determined.
determined Note that
Astronauts with low PSY scores will not be
able to use certain class powers.
pow

ASTRONAUT SKILLS/POWERS
/POWERS SELECTION
Roll
Background Skills
(-2)---5 Choose 2 skills/ Level 1 P
Powers
from among the first 3
6-10
Choose 3 from the first 6
11-14
Choose 4 from the first 7
15-17
Choose 5 from the first 7
18-19
Choose 6 from thee first 8
20+
Choose 7 from the first 10 and
one power from Level 2

Navigators are trained in astrography,


astrography
computer use, ansible operation and Pilots
man the ships controls and usually serve as
captain.

ASTRONAUT SKILLS/POWERS
engineer
gunner
space swordsman
energy pistol
navigator
pilot
PSY luck
empathy
control of self
bio-PK I
third eye
suggestion
pyschometry
ESP
telepathy
PSY weapons
telekinesis

Additionally at 2nd level and all subsequent


levels an Astronaut may roll on the skill
success table in an attempt to gain up to 1d4
1d
(+ PSY Power Success modifier) higher level
powers. The player may select which
powers he or she will attempt to acquire and
the level of the power iss applied as a penalty
to the roll (e.g. an 2nd level astronaut
attempting to learn a Level 2 power would
need to roll 13 or better, a 9th level
astronaut attempting to
o learn a 6th level
power would need to roll at least 9. A
successful roll acquires the power.
p
A natural
20 is always a success and a natural 1
always fails.

Several of the above listed skills are related


to the operation of starships and
interplanetary system-ships.
ships. These are
briefly discussed below and will be more
fully addressed in Book 3: Campaigns in
Space and on Alien Planets.. The others
include weapons skills and PSY powers; the
latter are detailed in the next chapter.
Engineer skill represents training and
experience with the operation, repair, and
modification of various ship systems
including power plants, graviticc engines (the
Three-light
light drive), and Interfogulators.
Gunner skill represents experience with
ships weapon systems.

Progression to a higher experience level


permits the Astronaut to add 1d4 (+ PSY
Power Success modifier) Level 1 skills or
powers with the least advanced skill, or
lowest available on the list being
mandatorily chosen first.

penalty to hit. Additionally, scientists are not


allowed to wear Space Armor.
SCIENTIST LEVEL PROGRESSION

Scientist
Requirements: INT 10 or greater
Prime Requisite: INT and PSY
Hit Dice: d6
Maximum Level: None
The Scientists of Humanspace represent
those whom have devoted their lives to
scholarly pursuits, experimentation, research,
and invention. Like Astronauts, Scientists
with psychic potential are capable of
manipulating inter-planar
planar energies with their
minds; however, unlike the Astronauts, they
require technological devices to ffocus and
direct these powers. Specific Professional
Skills for Scientist characters will detail their
research interests and areas of scientific
expertise.
Scientists are limited in their use of standard
super-scientific
scientific weapons and may only attain
proficiency
iency in the use of energy pistols. Any
other weapon, if used, will be subject to a -4

Experience
Level
Hit Dice (d6)
0
1
1+6hp
1,251
2
2+6hp
2,501
3
3+6hp
5,001
4
4+6hp
10,001
5
5+6hp
20,001
6
6+6hp
40,001
7
7+6hp
80,001
8
8+6hp
160,001
9
9+6hp
280,001
10
+1 hp only *
400,001
11
+2 hp only *
520,001
12
+3 hp only *
640,001
13
+4 hp only *
760,001
14
+5 hp only *
880,001
15
+6 hp only *
1,000,001
16
+7 hp only *
1,120,001
17
+8 hp only *
1,240,001
18
+9 hp only *
1,360,001
19
+10 hp only *
1,480,001
20
+11 hp only *
*Hit point modifiers from constitution are
ignored
The characters initial professional skills are
determined by rolling
ing 1d20, applying any INT
modifier and consulting the following tables.
Skills and powers must be chosen in the order
presented on the table;
Scientist class characters that receive at least
one Level 1 power are assumed to begin the
game with a Plastic Actualizer or Lens. This
technological device is worn on the head, or
sometimes surgically implanted within the
Scientists skull. It focuses the characters
innate psychic ability and allows the scientist
to manipulate other planar energies with the
power of his or her mind.
Scientists with low PSY scores will not be able
to use certain class powers. Rare and
expensive Lens models may actually provide
a bonus to the Scientists PSY score allowing

use of powers greater than would normally


be allowed. Astronauts gain no benefits from
the use of these devices as the approaches
differ fundamentally.

Progression to a higher experience level


permits the Scientist to add 1d4 (+ INT
modifier) Level 1 skills or powers with the
least advanced skill,, or lowest available on
the list, being mandatorily chosen first.

Scientist Skills and Powers


SCIENTIST SKILLS/POWERS
/POWERS SELECTION
Roll
Background Skills
(-1)---5
Choose 4 skills/Level
Level 1 P
Powers
from among the first 8
6-10
Choose 5 from the first 9
11-14
Choose 6 from the first 10
15-17
Choose 7 from the first 11
18-19
Choose 8 from the first 12
20+
Choose 9 from the first 13 and
one power from Level 2

SCIENTIST SKILLS/POWERS
biologist-botanist
physician
energy pistol
programmer
chemist
roboticist
astrophysicist
holographic scanner
attractor field
inter-planar physicist
holographic projection
heat ray
machine empathy
psychohistory
Z-ray
Y-ray
control device
Several of the above listed skills represent
areas of super-scientific
scientific expertise that may be
selected by Scientist characters. Scientists
may utilize these skills to conduct research
and experiments, solve scientific problems,
and design, modify or create super scientific
devices. A roll on the skill success table is
needed to resolve such skill use. The others
include Super-Scientific
Scientific powers, detailed in
the next chapter.

Additionally at 2nd level and all subsequent


levels a Scientist may roll on the skill success
table in an attempt to gain up to 1d4 (+ INT
modifier) higher level powers. The player
may select which powers he or she will
attempt to acquire and the level of the power
is applied as a penalty to the roll (e.g. an 2nd
level Scientist attempting to learn a Level 2
power would need to roll 12
2 or better, a 9th
level astronaut attempting to
o learn a 6th level
power would need to roll at least 8). A
successful roll acquires the power. A natural
20 is always a success and a natural 1 always
fails.

Warrior
Requirements: None
Prime Requisite: STR and DEX
Hit Dice: d8
Maximum Level: None
The Warrior
rrior represents those adventurers
that live and die by the sword and/or raygun,
such as barbarian warlords from backward

low tech worlds or the legionnaires of the star


empires. Specific Professional Skills for
Warrior characters will detail their weapon
proficiencies and military training.
Warriors can use any weapons and armor. At
5th level, a Warrior gains one additional
attack per round. One additional attack per
round is gained every 4 levels to a maximum
of 4 attacks per round at 13th level.
WARRIOR LEVEL PROGRESSION
Experience
Level
Hit Dice (d8)
0
1
1+8hp
1,251
2
2+8hp
2,501
3
3+8hp
5,001
4
4+8hp
10,001
5
5+8hp
20,001
6
6+8hp
40,001
7
7+8hp
80,001
8
8+8hp
160,001
9
9+8hp
280,001
10
+2 hp only *
400,001
11
+4 hp only *
520,001
12
+6 hp only *
640,001
13
+8 hp only *
760,001
14
+10 hp only *
880,001
15
+12 hp only *
1,000,001
16
+14 hp only *
1,120,001
17
+16 hp only *
1,240,001
18
+18 hp only *
1,360,001
19
+20 hp only *
1,480,001
20
+22 hp only *
*Hit pointt modifiers from constitution are
ignored.

The characters initial professional skills are


determined by rolling 1d20, applying any INT
modifier and consulting the following tables.
Skills and powers must be chosen in the
th order
presented on the table.
WARRIOR SKILLS SELECTION
Roll
(-1)---5
6-10
11-14
15-17
18-19
20

Background Skills
Choose 5 skills from among the
first 8
Choose 7 from the first 9
Choose 9 from the first 11
Choose 10 from the first 13
Choose 11 from the first 14
Choose 12 from the first
f
15

WARRIOR SKILLS
primitive weapon (type)
space swordsman
space axeman
energy pistol
energy rifle
space armor
projectile pistol
projectile rifle
grenades
heavy weapons
demolitions
armored vehicle
combat medic
combat engineer
air pilot
gunner
strategist
Warrior skills are generally self-explanatory.
self
Progression to a higher experience level
permits the Warrior to add 1d4 + INT
modifier skills with the least advanced skill,
skill
or lowest available on the list, being
mandatorily chosen first.

Credits AND GEAR


Credits
Although scholars of ancient interstellar
history believe that the First Humanspace
Alliance had attained a level of cultural
sophistication wherein near political and
economic equality was granted to its citizens
on hundreds
reds of worlds, Humanspace of the
621st century has, despite its great super
superscientific achievements, developed an
interstellar
culture
characterized
by
accumulation of wealth amongst a few
powerful elites, authoritarian bureaucratic
government, and state capitalism..
The flow of Credits (CR), the currency of
Humanspace, is controlled by the Kh
Khrum, a
quasi-governmental network of information
brokers who operate on most worlds
worlds, within
the Empire and Beyond, that engage in
interstellar commerce. Credit stick
sticks are the
common form of electronic currency. These
devices, although not linked to specific users,
may be verified via ansible and are nearly
impossible to counterfeit. Precious metals,
gems, technological devices and other trade
goods are necessary for trade on primitive
worlds or those mot serviced by the Kh
Khrum.
Starting characters may be allotted 3d6 x 200
Credits to purchase adventuring gear.
Alternately the Referee may decide to
distribute Credits and/or gear in some other
manner depending upon the nature of the
campaign.
Gear
Adventuring equipment of various types is
detailed later in this book.

USE OF Skills and Powers


non
non-player
Attempts
by
characters,,
characters, and monsters to employ certain
skills and the use of all PSY and Super
SuperScientific powers require resolution through
random determination of the success or
failure of the skill or power.
When necessary roll 1d20, apply appropriate
modifiers and consult the table below
below. Index
the characters class and level or the
monsters hit die to
o the number or greater
needed on 1d20 for success.
Note that a character or non-player
player character
that attempts to use a power with a higher
level than his or her own, the level of the
power is applied as a penalty to the roll (e.g.
an 2nd level Scientistt attempting to use a
Level 3 power would need to roll 13 or better,
a 1st level astronaut attempting to use a 6th

level power would need to roll at least 18).


A natural 1 is always a failure and the user
may experience negative effects at the
Referees discretion or if so stated in the skill
or power description.
SKILL/POWER SUCCESS
Adventurer,
Astronaut,
Warrior
0
1
2
3
4
5
6
7
8
9
10+

Android/
Robot.
Scientist

Monster
HD

1
2
3
4
5
6
7
8
9+

1 or less
1+ and 2
2+ and 3
3+ and 4
4+ and 5
5+ and 6
6+ and 7
7+ and 8
8+
+ and 9
9+ and up

Roll
Needed
13
12
11
10
8
7
6
5
4
3
2

SUPER SCIENTIFIC AND PSY POWERS


ASTRONAUT (PSY) POWERS
Level 1
Bio-PK I: the ability to influence living tissue
on the molecular level. The most basic
Bio=PK talent is psychic healing. This power
restores 1d6 hit points and is usable once per
day.

Control of Self: This power grants the user


amazing control over his or her body (e.g.
hold his or her breath indefinitely, stop his or
her heartbeat, hold an object
bject with an iron
grip, have total recall, enter a trance, etc. The
power can only be broken by monsters or

beings of 9 or more hit dice or levels and is


usable twice per day.
Empathy: This power allows the user to
detect the presence of living beings at a range
of 50 feet; it lasts 2 rounds, and can be used
twice daily. A general sense of the activity or
function of the beings or any threat that they
may represent to the user is also imparted.
ESP: This power allows one to detect the
thoughts of living beings at a range of 100
feet; it lasts 2 rounds, and can be used twice
daily.
Pyschometry: This power allows the user
access to visions from the past upon touching
an object or body. He or she may see various
scenes associated with past use or activity of
the subject. Details of this power and the
content of such visions are left to the
Referees discretion.
PSY Luck: This power adds +2 all attacks, PSY
power success rolls and saving throws made
by the character and it subtracts 3 points
from any damage dice done to the character
by an attacker. The benefits last 3 rounds and
the power may be used but once per day.
PSY Weapon: This power allows the user to
attune a PSY weapon to his or her own mental
energies.
Telepathy: This power allows for mental
communication with one target at a range up
to 250 feet per level; this power can be used
twice each day and has duration of 1 round.
Suggestion: This power allows the user to
influence the minds of a being so that the
being will be disposed to trust and listen to
the users words and follow his or her
suggestions. 1d6 beings within a 20 foot
radius may be influenced. The suggestion
cannot enslave the target or influence the
target to knowingly harm itself or its allies.
This power has no effect on beings with
which the user may not verbally
communicate, androids, robots, mindless

creatures, inanimate objects, or beings with 6


or more hit dice or levels. It may be used
twice per day.
Third eye: This power warns the user of
danger or nearby beings of inimical
alignment. It does not indicate the exact
nature of the danger. This power lasts 2
rounds and can be used once per day.

Level 2
Bio-PK II: This power restores 2d6 hit points
and be used once per day.
Cryokinesis This power manifests as a
powerful cold ray doing 1d6 points of damage
per every two user levels (rounded up) to its
target. The target receives a saving throw
versus energy blast. A successful save results
in damage. The ray will freeze substances
it strikes. This power can be used twice per
day.
Disbelieve: This power operates against
illusions and holograms and will destroy any
within a 10 foot radius. It can be used once
per day.
Inter-planar barrier: This power manifests
a wall of crackling force in front of the user.
Any being attempting to pass it must roll 18
or better on 1d20 (PSY save bonus may be
added to the roll). This wall does not stop
projectiles or energy, however the user is
blurred and all attacks against her are made
at -2 to the hit. This power only protects the
user and lasts for 2 rounds per level. This
power can only be used once per day.
Levitate: This power allows the user to rise
into the air and remain there for 2 rounds per
level of the user. He or she moves upwards 2
feet per round and lands softly at the end of
its duration. This power only affects the user,
vertical movement is not possible and it can
be used once per day.

Pyrokinesis: This power manifests as a


powerful heat ray doing 1d6 points of
damage per every two user levels (rounded
up) to its target. The target receives a saving
throw versus energy blast. A successful save
results in damage. This power can be used
twice per day.
Sleep: This power induces instantaneous
hypnotic sleep in beings with 4+1 Hit Die or
fewer. The user may only affect one creature
if it has 4+1 Hit Dice, but the power will
otherwise affect up to 2d8 Hit die of
creatures. Calculate monsters with less than 1
Hit Dice as having 1 Hit Die, and monsters
with a bonus to Hit Dice as having the flat
amount. Creatures with the fewest Hit Dice
are affected first. Sleeping creatures are
helpless and can be killed instantly. Slapping
or wounding awakens an affected being, but
normal noise does not. Sleep does not affect
androids, robots, or other beings that do not
normally sleep. This power can only be used
once per day.
Slow/Haste: This power causes 1d6 targets
within 30 feet of the user to slow their
movement to their normal movement rate,
or speed to twice their normal speed at the
discretion of the user. Hasted individuals are
allowed twice their standard number of
attacks per round and slowed individuals are
limited to attacking only once per two rounds
or their standard number of attacks per
round. This power lasts 2 rounds per level of
the user and can be used once per day.
Telekinesis: This power allows the user to
move objects through air, void, or water. The
weight of the object and distance it can be
moved depends on the level of the user. A
user can move 1d6 pounds about 10 feet per
level. Objects being moved can be hurled fast
enough to stun an un-armored being. a roll to
hit is necessary. This power is usable twice
per day.

Level 3
Astrakinesis: This power manifests as a
strong arcing electrical discharge that is 60
feet long and 5 feet wide. It deals 1d6 points
of electricity damage per user level to any
creature within its area. The discharge sets
fire to combustibles and damages objects in
its path; if the damage caused to an
interposing barrier shatters or breaks
through it, the bolt may continue beyond the
barrier if its range permits. Any creature
within the area of effect is allowed a saving
throw versus energy blast. A successful save
results in damage. This power can be used
twice per day.
Fear: This power causes a target to panic and
flee in terror. A saving throw against PSY
powers is allowed. The range of the power is
20 feet, and 2 rounds elapse between its use
and its effect, this leaves time for the target to
employ Psychic Surgery and nullify the effect.
The power can be used only once per day.
Fly: This power allows the user, with up to
250 lbs of additional weight, to fly at a speed
of 120 feet per round for 3 turns per level.
The flyer may rise to a height of 180 feet. The
power can be used only once per day.
Mind Bar: This power allows its user to force
a target to engage in or refrain from any
action or actions he or she specifies. The
power only affects one target and has a range
of 120 feet, lasts 12 rounds, and a saving
throw against PSY powers is permitted. It has
no effect on androids, robots, mindless
creatures or beings, inanimate objects, or
beings with 6 or more hit dice or levels. It
may be used once per day.
Mind Blank: The user or one target subject is
protected from all devices and powers that
detect, influence, or read emotions or
thoughts. This power also protects against all
PSY or super-scientific mind-affecting powers
and effects. It has a range of 30 feet. a
duration of 2 rounds per user level and may
be used once per day.

Mind Flux: This power creates a blast of


psychic energy that has a range of 120 feet
and can strike up to 1d8 targets. The blast
causes 1d6 damage per level of the user. A
successful saving throw against PSY powers
reduces the damage taken by half. This
power can be used in a confined space with
no danger to the user or his or her allies and
it has no effect on androids, robots, mindless
creatures or beings, or inanimate objects.
This power can only be used once per day.

Level 4
Invulnerability: This power renders the user
or a target of his or her choosing impervious
to all weapons. This power is not proof
against inter-planar weapons or PSY attacks,
with the exception of powers that mimic
weapons, Doom-kill, Silver Halo, and
telekinesis. The effect lasts one round per
level of the user and can be used only once
per day.
Mind Control: This power allows the user to
control 1d4 intelligent beings for 3 rounds
per level of the user. A saving throw against
PSY powers is allowed and any being greater
than 7th level or 7 Hit Dice is not affected.
The power can be used only once per day and
has a range of 50 feet.
Psychic Surgery: This power will remove
negative PSY effects and restore the sanity of
beings driven mad by psychic or inter-planar
powers. This power can be used on one being
once per day.
PSY-Kill: This bio-kinetic power may be used
to kill a living being, typically by restricting
its breathing and stopping its heart. A saving
throw against death is permitted; if the saving
throw fails, the target is instantly
incapacitated and dies in 3d4 rounds unless
the attack is aborted or the attacker is killed
or rendered unconscious. The range of this
power is 120 feet. It is usable once per day

Space Madness: This power greatly disturbs


the minds of targeted intelligent beings. A
saving throw against PSY effects is permitted
to avoid the effect. If the saving throw fails
the victim must roll on the Space Madness
table. This power affects 2d6 targets of levels
(or hit dice) 1 to 3, 1d6 targets of levels (or
hit dice) 4 to 5. It does not affect any being of
6 levels (or hit dice) and above. It does not
affect one using the Control Self power,
automatons, robots, androids, or unintelligent
and mindless beings. The madness may only
be cured by Psychic surgery. The range of
this power is 100 feet and it can be used once
per day.
Level 5
Dead Zone: This power functions as Mind
Block but it prevents any PSY or Superscientific power from being used or taking
effect within a 30 foot radius. This power has
duration of 1 round per user level and may be
used once per day.
Quest: This power will compel 1d6 targeted
intelligent beings to undertake a quest of the
users choice. A saving throw is permitted. If
the saving throw is not successful the targets
must complete the quest before returning to
normal activities. The power has a range of
30 feet and can only be used once per week. A
quested being can be released from the
compulsion by Psychic surgery; however the
success roll must be made with a penalty
equal to the level of the Astronaut that
quested the individual.
Silver Halo: This glittering halo of interplanar energy flies towards its target
encircles its head and removes the targets
consciousness, leaving the being a mindless
automaton. A successful saving throw against
PSY powers will negate the attack and it can
be deflected by an already established
Invulnerability power. If the halo is deprived
of its intended victim, there is a 25% chance
that it will strike a randomly determined
target nearby. Once a targets consciousness
has been taken only use of Alter Reality

power can restore it. This power has a


maximum range of 30 feet and can only affect
one target. It is usable once per day.
Teleportation: This power allows the user to
transport herself and up to 1d12 beings (or
equivalent weight)
ght) from her current location
to another place with which she has firsthand
knowledge. The power has a range of 360
feet, if this range is exceeded; there is a 25%
chance (+1% per level of the user) of the
party arriving safely. If the roll fails, there is a
50% chance of death for the entire
transported party (lost forever in some inter
interdimensional void), there is a 30% chance they
are lost somewhere on the planet (or nearest
planet),, and a 20% chance they are on
another planet.

-4 is not made. All failed saving throws mean


instant death, and if the save is successful 2d6
damage is taken by the target. A being killed
by
y this effect may be revived with an ultraultra
high intensity Y-ray
ray or through alter-reality;
alter
however 3 full weeks will be needed for
recovery.
Nexus Point: This power will be detailed in
subsequent editions.

Level 6
Alter Reality: This
his power allows (within
limits imposed by the Referee) the user to
alter reality in a significant if not cosmic
manner; this is accomplished by contacting
an extremely powerful inter--dimensional
being. If the alteration is major, the being
may force the user into a compact. This
power can only be used once per week.
Call Inter-Planar Demon: One
ne large and
terrible demonic being may be called to serve
the user for 2 rounds per level of the user
user.
This demon will have 1d8 +8 hit dice. This
power may not be used by anyone under 9th
level. After using this power, the user will be
unable to use any psychic powers for one
week.
Doom-Kill: This power erupts as an invisible
inter-planar explosive force. The blast has a
range of 240 feet, a 2d6 is rolled to see iif the
target is hit (a hit occurs on 7--9), any roll
below 7 indicates that the blast has fallen
short, and any result higher than 9 means the
target has been overshot. If a user rolls 2 on
the 2d6 roll, he or she is the target! The
explosion requires a 30 foott area within
which it explodes.. Anything inside this area is
destroyed if a saving throw vs. energy blast at

SCIENTIST
(SUPERSCIENRIFIC
SUPERSCIENRIFIC) POWERS
Level 1
Attractor Field: This power allows the user
to move objects through air,
air void, or water.
The weight of the object and distance it can
be moved depends on the level of the user. A
user can move 1d4 pounds about 10 feet per
level. Objects being moved can be hurled fast
enough to stun an un-armored
armored being. a roll to
hit is necessary. This power is usable twice
per day.

Control Device: This power allows the user


to take control of simple mechanical or
electronic devices. A door may be opened or
closed; simple mechanical or electronic locks
may be subverted; a projectile or ray gun may
be temporarily jammed or otherwise
inoperable. Effects may be canceled by
anothers use of control device power but
otherwise last 1 round per level of the user.
This power may be used three times per day.

1d6 hit points. The range is 30 and the


power may be used two times per day.
Z-Ray (I): This power allows the user to
generate a wide Z-ray that will unerringly
strike a target doing 2d8 points damage. The
target is allowed a save vs. energy blast and if
successful takes damage. The range is 60
and the power may be used twice per day.

Level 2
Heat Ray: This power manifests as a
powerful heat ray doing 1d6 points of
damage per every two user levels (rounded
up) to its target. The target receives a saving
throw versus energy blast. A successful save
results in damage. The power may be used
twice per day.
Holographic Projection (I): A holographic
image is displayed, overlaying the user. A
successful save vs. PSY powers will allow
disbelief in the holographic image. Semiintelligent creatures suffer a -2 penalty to the
roll. Automatons, androids, and mindless
creatures never believe in illusions. Damage
from an illusion is treated as real by those
that believe in them. Note that the illusion is
limited to the user only. This power is usable
once per day and has a duration of 3 rounds
per user level.
Holographic Scanner: This power functions
as a sensor orb and allows the user to see,
hear and create holographic recordings of any
activity within a 50 foot radius, even if walls
or other obstacles intervene. The remote
viewing may be done three times per day.
Machine Empathy: This power allows the
user to detect the presence of robots,
androids, and positronic computers at a range
of 100 feet; it lasts 2 rounds. A general sense
of the activity or function of the machine and
any hostility or threat that it may represent to
the user is also imparted. The power may be
used three times per day.
Y Ray (I): This power allows the user to
generate a low intensity Y-ray that will heal

Control Machine: This power allows the


user to control 1d4 robots, androids, or
computers for 3 rounds per level. A saving
throw against Death is allowed and any target
greater than 7th level or 7 Hit Dice is not
affected. The power can be used only once
per day and has a range of 50 feet.
Disbelieve: This power operates against
illusions and holograms and will destroy any
within a 10 foot radius. It can be used twice
per day
Extra-Vision: This power infers 120 foot
range low light and infra red vision on the
user, allows the user to project his or her
vision through solid substances up to a
distance of 120 feet and provides visual
magnification to 5000 feet in well lit
conditions.
Invisibility Ray: The targeted being or object
becomes invisible, vanishing from sight, even
from vision enhancing equipment and
holographic scanners. If the target is a being
carrying gear, that vanishes, too. The target, if
not the user, becomes invisible to the user
and any allies. Items dropped by an invisible
being become visible; items picked up
disappear if tucked into worn clothing or
containers worn by the creature. The effect
ends if the subject attacks any being, but is
otherwise of indefinite duration. This power
has a range of 30 feet and may be used once
per day.

Paralysis Ray: This power generates a green


ray that paralyses one target for one round
per level of the user. A saving throw vs.
energy blast is permitted. This ray has a
range of 30 feet and may be used once per
day.
Scanner Jam: A 30 foot radius per user level
is protected from all super-scientific scanning
devices or detection powers. This power does
not interfere with PSY powers and effects of
any kind. It may be used twice per day.
Y Ray (II): This power allows the user to
generate a mid- intensity Y-ray that will heal
2d6 hit points, neutralize normal toxins, and
cure all minor natural diseases. The range is
30 and the power may be used two times per
day.

Level 3
Holographic Projection (II): A limited
illusion of one approximately human sized
being is created. A successful save vs. PSY
powers will allow disbelief in the holographic
image. Semi-intelligent creatures suffer a -2
penalty to the roll. Automatons, androids,
and mindless beings never believe in
illusions. Damage from an illusion is treated
as real by those that believe in them. This
power is usable once per day and has a
duration of three rounds per user level.
Electrical Discharge: This power manifests
as a strong arcing electrical discharge that is
60 feet long and 5 feet wide. It deals 1d6
points of electricity damage per user level to
any creature within its area. The discharge
sets fire to combustibles and damages objects
in its path; if the damage caused to an
interposing barrier shatters or breaks
through it, the bolt may continue beyond the
barrier if its range permits. Any creature
within the area of effect is allowed a saving
throw versus energy blast. A successful save
results in damage. The power may be used
once per day.

Z-Ray (III): This power allows the user to


generate a wide Z-ray that will unerringly
strike 1d6 targets doing 2d8 points damage
to each. The targets are allowed a save vs.
energy blast and if successful take damage.
The range is 120 and the power may be used
twice per day.

Level 4
Electromagnetic Pulse: This power creates a
massive energy pulse that will jam all
unshielded electrical equipment (including
energy weapons, robots, androids and force
fields) in the effect radius for 2 rounds per
level. Shielded devices, androids and robots
are allowed a save vs, death to avoid the
effect. The scientist may establish a zone of no
more than a 10 foot radius within the area of
effect within which the pulse is negated. The
power may be used once per day.
Holographic projection (III): This power
allows the user to create the illusion of any
one being that he or she can imagine, up to
about five times the size of a human or up to
five human sized illusory beings. These last
for 2 rounds per level of the user. The
holographic beings can move up to 240 feet
away from the user. A successful save vs. PSY
powers will allow disbelief in the holographic
image. Semi-intelligent creatures suffer a -2
penalty to the roll. Automatons, androids,
and mindless creatures never believe in
illusions. Damage from an illusion is treated
as real by those that believe in them.
Mind Blank: The user or one target subject is
protected from all devices and powers that
detect, influence, or read emotions or
thoughts. This power also protects against all
PSY or super-scientific mind-affecting powers
and effects. It has a range of 30 feet. a
duration of 2 rounds per user level and may
be used twice per day.
Nega-sphere: This power creates a black
globe of force, with a radius of ten feet that
protects those enclosed against all attacks or

approach. No attacks of any kind may be


launched from within the sphere and no
visibility in either direction is possible. The
sphere lasts 1 round per level of the user and
can be used only once per day.
Level 5
Replication: This power deconstructs and
reassembles matter on a sub-atomic level.
Any standard inanimate object or objects of
up to one pound per user level may be
created from refuse or a similar mass of any
other matter. The scientist will need an
example or complex code based on a
previously analyzed example of the object to
be created. The created objects will function
exactly as the replicated object and are
permanent. This power requires one hour
per pound of matter transmuted and may be
used once per day.
Temporal Stasis: The subject, whom must be
touched by the user, is placed into a state of
suspended animation, and for the subject,
time ceases to flow; it grows no older, and its
body functions virtually cease. This state
persists until the effect is removed (such as
by alter reality). A successful saving throw
vs. death negates the effect. The power may
be used once per day.
Weather Control: This power allows the
alteration and control of rain, storms, snow,
temperature, cloud cover, etc, within a radius
of 2 miles per user level. Weather beyond
local extremes cannot be created. The power
may be used once per day.
Y Ray (III): This power allows the user to
generate a high- intensity Y-ray that will heal
4d6 hit points, neutralize all toxins, cure all

natural diseases and radiation sickness and


cancel any negative PSY effects excepting
Space madness. The range is 30 and the
power may be used once per day.

Level 6
Disintegrate: This power manifests as a thin,
green ray. No attack to hit is necessary, but
targets may save versus death to negate the
effects. Any corporeal being or construct of
any size struck by the ray is instantly
disintegrated. When used against an object,
the ray disintegrates as much as one 10 cube
of inanimate matter; disintegrating only a
part of any very large object or structure
targeted. The power may be used once per
day.
Monster from the Id: This power creates a
very powerful 2d4 +8 hit dice invisible
monster from the users subconscious. The
monster will serve for 3 rounds per level of
the user. Note this power cannot be used by
anyone of 6th level or less. If the user is of 7th
to 8th level, he or she must subsequently rest
for one full week. A 9th level or higher user
may use this power once per day but must
rest one full day between uses.
Nexus Point: This power will be detailed in
subsequent editions.
Y Ray (IV): This power allows the user to
generate an ultra high- intensity Y-ray that
will restore one being to life. The revived
being must rest for one week. The power is
effective up to one week after death and is
usable once per week. Scientists of 8th level
or below may not utilize this power.

WEAPONS AND GEAR


This section provides statistics for a selection
of the advanced and super-scientific
scientific weapons,
armor, and adventuring gear available to
characters in Humanspace. No details for
primitive weapons are included in this draft.
Details for these weapons may be obtained
from Labyrinth Lord or anoth
another broadly
compatible game system.
The price and availability of the various
weapons, armor, and gear presented in the
following pages will vary from world to world.

Grenades, explosives, and certain types of


military equipment will be typically very
difficult
ficult to obtain and atomic, sub-atomic
sub
and
thermostellar bombs are available only to the
Imperial military within Humanspace.
Projectile weapons require ammunition which
must be purchased and accounted for. Advanced
energy weapons must be recharged daily
dai and
Super-scientific
scientific weapons are powered by
wavium crystals and do not need to be recharged
as the crystals will normally last for at least one

year; however, as detailed in the Combat


chapter, they may be temporarily disabled or
broken in combat.
Primitive weapons and armor are readly
available as gladitorial games wherein
combatants fight with such weapons are popular
on many worlds.

Primitive weapons and armor are not effective


against Advanced or Super-cientific armor and
weapons. Primitive weapons are assessed a -4
penalty when attempting to hit an individual
wearing Advanced or Super-cientific armor and
all Also, all Primitive armor is treated as AC 8
when attacked with Advanced or Super-cientific
weapons.

WEAPONS
Super Scientific Melee Weapons
Weapon
Psy-knife
Psy-sword
Space ax
Space sword
Vibro blade

Variable
Damage
1d10
2d6
2d6
1d10
1d8

CR
Weight
0.5 lb.
1 lb.
5 lb.
3 lb.
1 lb.

1000
2000
300
200
100

Super Scientific Ranged Weapons


Weapon
Range
Disintegrator pistol (inter-planar) 60
Disintegrator rifle (inter-planar)
60
Disintegrator rifle (sub-atomic)
60
Disruptor pistol
300
Disruptor rifle
360
Heat ray pistol
300
Heat ray rifle
360
Laser pistol
240
Laser rifle
300
Lightning pistol
60
Lightning rifle
90
Needle gun
360
Tangle gun
30
Wavium pistol
300
Wavium rifle
360
X-ray pistol
300
X-ray rifle
360
Z-ray pistol
300

Variable
Damage
2d6
2d8
1d8+1
1d10+1
1d8
1d10
2d8
3d8
1d10
2d6+1
3d6
1d8
1d10
2d6

CR
Weight
1 lb.
3 lb.
20 lb.
1 lb.
3 lb.
0.5 lb
3 lb.
1 lb.
3 lb.
15 lb.
20 lb.
3 lb.
2.5 lb.
2.5 lb.
6 lb.
1 lb.
3 lb.
1 lb.

10000
300
500
175
300
75
150
550
400
150/10*
175/10*
300/3*
500/5*
200
350
300

Z-ray rifle
500
360
2d8
3 lb.
* Projectile weapons require ammunition, available at the cost shown per shell or clip.

Psy-knife: These rare weapons are used only


by powerful psionics and each device must be
hand crafted and attuned to the mental
energies of its user. The psy-knife appears as
a small polished metallic cylinder. The psionic
energy of its bearer may be projected through
the cylinder forming a blade, about one foot
in length, of pure mental energy, capable of
cutting through any known substance,
Psy-sword: Similar to the psy-knife, these
more powerful weapons allow for the
projection of a blade of mental energy over
three feet long.
Space-axe: These heavy weapons have an axe
blade on one end and a needle-sharp spike on
the other and are heavily inlaid with or
entirely composed of ultra-dense duranium.
As the use of super scientific energy weapons
or projectile weapons may be very hazardous
in the environment of a starship and the
shields of space armor are typically attuned
to resist the output of energy weapons, the
space-axe is often employed by space marines
in boarding actions.
Space-sword: Similar to the space-axe, these
weapons are typically rapier like swords
composed entirely of ultra-dense duranium
and capable of being thrust through space
armor and shields.
Vibro blade: Similar in appearance to a
space sword, these weapons are composed of
less dense metals but ultrasonic vibrations
generated within the device increase the
effectiveness of the blade making it nearly as
efficient in piercing space armor and shields
as a space sword.
Disintegrators (inter-planar): Although
inter-planar powered disintegrators are often
installed in Eyes or other devices equipped
with interfogulators, hand held and man

portable versions are beyond the Superscientific capabilities of Humanspace in the


621st century; however a few examples from
inter-dimensional or contra temporal sources
have been found,
A thin, green ray is emitted from these
devices. No attack to hit is necessary, but
targets may save versus death to negate the
effects. Any creature of less than 16 HD
struck by the ray is instantly disintegrated. A
creature with 16 HD or greater thats fails to
save will be partially disintegrated and suffer
8d8 damage. When used against an object,
the ray simply disintegrates as much as one
10 cube of nonliving matter; the weapon
disintegrates only part of any very large
object or structure targeted. The ray affects
even objects constructed entirely of force.
Disintegrator rifle (sub-atomic): Although
experimental and somewhat rare, these
heavy weapons are available in 621st century
Humanspace. A beam of crackling black
energy is emitted from these devices. No
attack to hit is necessary, but targets may
save versus death to negate the effects. Any
creature of less than 12 HD struck by the ray
is instantly disintegrated. A creature with 12
HD or greater thats fails to save will be
partially disintegrated and suffer 6d8
damage, When used against an object, the
beam disintegrates as much as one 8 cube of
matter. The atomic disintegrator also affects
objects constructed of force.
Disruptors: These weapons emit a bluish
white pulse that disrupts matter at a subatomic level. Sustained disruptor fire will
disintegrate one 1 cube of matter in 3
rounds.
These weapons are rare in
Humanspace and are the typical arms of the
Regulan and Hlutrgu.

velocity metal darts. A clip of ammunition


weighs 0.5 pounds and is sufficient for 20
rounds of fire.

Heat Rays: Heat ray weapons emit a red ray


of thermal energy. Sustained heat ray fire
will melt all but the densest matter (one 1
cube of matter in 10 rounds). These
hese devices
can also be used to ignite flammable
materials.

Tangle Gun: These large pistols fire a multilayered mass of strong, sticky strands.
Creatures caught within the tangle become
entrapped among the gluey fibers. Entangled
creatures cant move, but can break loose
depending on their strength. Any being with
strength in a human range can break free of
the webs in 2d4 turns. Creatures of higher
strength can break free in 4 rounds. The
strands are highly flammable. All creatures
within the burning tangle mass take 1d6
points of fire damage from the flames for 2
rounds. After this time surviving creatures
creatu
are free of the strands. A clip of ammunition
weighs 0.5 pounds and is sufficient for 6
shots.

Lasers: Lasers are more primitive energy


weapons, similar to heat rays, found on less
developed worlds.
Lightning pistols: These bulky pistols are
attached by coils to a power supply worn on
the
he back and emit a powerful discharge of
electricity similar to naturally occurring
lightning that is 60 long and 2 wide. The
discharge will set fire to combustibles and
damages objects in its path. It can melt metals
with a low melting point. Any crea
creature
caught in the area of effect receives a saving
throw versus energy blast. A successful save
reduces damage by half.
Lightning rifles:
These weapons are
generally similar to lightning pistols but the
discharge is 60 long and 5 wide.
Needle Gun: Thesee weapons, sometimes
called needlers, look like ancient submachine
guns, and rapidly fire bursts of small high

Wavium pistol: These bulky pistols fire


shells filled with depleted wavium pellets
which explode when exposed to oxygen. The
thin coating of the shell breaks
brea on contact
with the target, thus creating the explosion.
These devices are not usable in space or other
environments devoid of oxygen.
oxygen A clip of

ammunition weighs 0.5 pounds and is


sufficient for 6 rounds of fire.
Wavium rifle: Similar to wavium pistols;
these weapons are very long cumbersome
rifles. A clip of ammunition weighs 1 pound
and is sufficient for 12 rounds of fire.
X-ray weapons: These weapons emit an
invisible ray of x-radiation that only affects
living tissue.
X-rays are capable of
penetrating up to 15 of all but the densest

matter and still injuring a target. Due to their


invisible beam, these weapons are popular
with snipers and assassins
Z-ray weapons: Also known as blasters, emit
a blue ray of z-radiation. Sustained z-ray fire
will disintegrate one 1 cube of matter in 5
rounds.

SUPER SCIENTIFIC GRENADES AND EXPLOSIVES


Blast
Variable
Weapon
Radius
Damage
Weight
Atomic bomb
1000+
Special
25 lb.+
Diambrite (D-4 Explosive)
90
Disintegration
1 lb.
Fire bomb
20
8d8
1 lb.
Flash grenade
20
0.5 lb.
Nerve gas grenade
20
Death
0.5 lb.
Planet Buster bomb (sub-atomic)
20 mi.+
Special
500 lb.+
Pulse Grenade
10
1 lb.
Shock bomb
30
4d8
3 lb.
Shock grenade
10
2d8
0.5 lb.
Smoke grenade
30
1 lb.
Stun bomb
30
0.5 lb.
Stun grenade
10
0,5 lb.
Tangle grenade
10
1 lb.
Thermostellar bomb (Interfogulator)
200 mi. +
Special
1000 lb.+
Wavium bomb
50
8d8
3 lb.
Wavium grenade
20
4d8
1 lb.

Atomic bomb: These devices derive their


immense destructive force from nuclear
reactions of fission or fusion. Atomic bombs
vary widely in yield. An atomic bomb is
treated as a diambrite explosion (see below)
within its blast radius, as a 10X power
firebomb in a zone 5x its blast radius, and as
a wavium bomb in a zone from 5x its blast
radius to 20x its blast radius . The powerful
electromagnetic pulse created by the
explosion will also jam electrical equipment
(including energy weapons, robots, androids
and force fields) in the blast radius for 2d8

CR
5000
2000
100
150
150
1000
150
1 lb.
50
100
100
3000
500

hours. Additionally any living being caught in


the blast must save vs. death or die from
radiation exposure in 3d6 days.
Diambrite (D-4 Explosive): Diambrite is a
very powerful and stable, synthetic plastic
explosive. Any being of less than 20 HD
within the inner one-third of the blast radius
is instantly disintegrated. A being within the
outer blast radius or a being with 20 HD or
greater within the blast radius that saves
against Energy blast will suffer 12d8 damage,
a failed save results in disintegration. All

inanimate matter, excepting super dense


metals is disintegrated; super-dense matter
and energy within the inner blast radius are
also destroyed.

by the burst, victims are stunned for 2d8


rounds. A successful save vs. Energy blast
halves damage and avoids the secondary
effect of the bomb.

Fire bomb: This spherical bomb will melt


50% of all but the densest matter and ignite
flammable materials within the blast radius.

Shock grenade: This spherical grenade is


similar too, but less powerful than the shock
bomb; the stun affect lasts only 1d6 rounds.

Flash grenade: This spherical grenade emits


a burst of photons that damages or destroys
the optical nerve endings of all unprotected
beings in the blast radius. A failed save versus
energy attacks results in permanent
Blindness, a successful save indicates that the
victim is blinded for 1d4 hours. Space armor
and most space suit helmets protect against
this effect.

Smoke grenade: A smoke grenade emits an


inert thick white smoke that obscures all
vision within its blast radius. The smoke is
treated as darkness for effects on visibility
and combat. The cloud persists for 1d3+6
turns.

Nerve gas grenade: This type of grenade


emits a colorless and odorless nerve gas that
attacks the central nervous system. Each
round a target remains in the blast radius; he
or she must make a saving throw versus
poison or die. Space armor and space suit
helmets offer complete protection from the
gas.
Planet Buster bomb (sub-atomic): These
terrible weapons derive their destructive
energy from sub-atomic forces. Treat as an
atomic bomb with a much greater blast
radius. A bomb of sufficient size may result in
seismic aftershocks that are capable of
shattering a world.
Pulse grenade These spherical grenades
emit a powerful electromagnetic pulse that
jams electrical equipment (including energy
weapons, robots, androids and force fields) in
the blast radius for 2d4 rounds. Robots and
androids are allowed a save vs. energy blast
to avoid this effect. Electronic devices of less
than super-scientific level are permanently
short-circuited.
Shock bomb: This cylindrical bomb releases
a pulse of electricity in the blast area;
protection and cover is not afforded by metal
obstacles. In addition to the damage caused

Tangle grenade: These large cylindrical


grenades burst on impact expelling a mass of
gluey fibers Beings caught within the tangle
become entrapped and cant move, but can
break loose depending on their strength. Any
being with strength in a human range can
break free of the webs in 2d4 turns. Beings of
higher strength can break free in 4 rounds.
The strands are highly flammable. All
creatures within the burning tangle mass take
1d6 points of fire damage from the flames for
2 rounds. After this time surviving creatures
are free of the strands.
Thermostellar bomb (interfogulator): The
weapon without answer. These devices are
weaponized interfogulators that derive their
destructive energy from inter-planar forces.
If exploded within a star a sufficiently large
bomb may induce collapse or supernova.
Treat as an atomic bomb with a much greater
blast radius. Objects disintegrated are 50%
likely to be shifted into a bubble plane or
another dimension.
Wavium bomb: These spherical bombs are
filled with depleted wavium pellets which
explode when exposed to oxygen. The outer
casing of the device is fragmented by a small
timed diambrite charge exposing the pellets
to air and creating the explosion. The
explosion may be timed or remotely
detonated. Wavium bombs are not usable in

space or other environments devoid of


oxygen.
Wavium grenade: This spherical grenade is
generally similar to a wavium bomb; however
the explosive charge is timed.

ARMOR
SUPER SCIENTIFIC ARMOR
Armor
AC
Weight
Heavy clothing
8
10 lb.
Skin suit
6
7 lb.
Space armor (light)*
4
50
0 lb.
Space armor (medium)* 3
100 lb.
Space armor (heavy)* 2
150 lb.
Space suit*
5
20 lb.
Shield belt (Mk I)
8
1 lb.
Shield belt (Mk II)
7
2 lb.
Still suit
7
5 lb.

three types include an armored helmet and


aree equipped with powered exoskeleton that
increases the strength in the wearer. This
equipment in light armor merely offsets the
weight of the suit. Heavy and medium armor
confer an effective STR of 18 on the wearer.
Space armor is breached when the wearer
weare
takes damage: however these suits have
excellent self sealing capability. Breaches will
be repaired on a roll of 1 -8
- on a 1d10 for
light armor and on a roll of 1 -9 on a 1d10 for
medium or heavy armor.

CR
30
500
1000
3000
8000
500
550
1000
300

* DEX AC modifiers are not applied when wearing


this armor.

Shield belt: A shield belt creates a


scintillating force field around the wearer
that may absorb some energy attacks and
deflect
flect some projectiles. The protection from
a shield belt is cumulative with other armor.
A Mk I shied belt reduces AC by 1 and a Mk LL
shield belt reduces AC by 2.
Skin suit: Skin-suits are super
super-scientific
form-fitting, light weight space suits with a
bubble hood. They are generally no bulkier
than standard clothing; however the wearer
suffers no effects from vacuum, gas or disease
so long as the suit has not been breached
breached, A
suit is breached when the wearer takes
damage, Skin suits have limited self se
sealing
capability and breaches will be repaired on a
roll of 1 or 2 on a 1d6.
Space armor: Three types of armored space
spacesuits are available on super-scientific
scientific worlds,
light, medium, and heavy space armor. All

Spacesuit: Spacesuits
suits are considerably
bulkier
ulkier than form fitting skin suits and
include a body suit, gauntlets, boots, and a
bubble helmet. The wearer suffers no effects
from gas or disease so long as the suit has not
been breached, A suit is breached when the
wearer takes damage, Advanced spacesuits
space
have limited self repair capability and
breaches will be repaired on a roll of 1 or 2 on
a 1d6. Super-scientific
scientific space suits repair
breaches on a roll of 1-3
3 on a 1d6.
Still suit: Still-suits
suits are tight fitting garments
made of a synthetic osmotic equipped with
waste water recycling systems to maximize
recovery of all water loss. Assuming
A
any
atmospheric water is present an individual
wearing a properly fitted suit can subsist on
recovered water indefinitely. These suits do
not protect against vacuum
um or extremes of
heat and cold but provide some armor
protection.

GEAR
Air Tablets: When placed in a bubble helmet,
each tablet provides 8 hours of breathable air.
CR 10 each; Weight: negligible.
Canteen: A container that holds one quart of
liquid. CR 10. Weight: 1 lb.

Sensor orb:
A handheld multipurpose
scanner that can sample and measure
atmospheric
conditions,
take
gravitic
readings, detect and define life in a 50 foot
radius, provide chemical analysis of
substances, make holographic recordings, etc,
Science skills are needed to make full use of
the device. CR 1500; Weight: 1 lb.

Climbing gear: These kits include crampons,


pitons, and a safety harness and provide a
+5to Mountaineer skill rolls. CR 200; Weight:
15 lb.

Laser flashlight: This small handheld device


generates a powerful beam of light to 120
feet. It may also be used as a heat ray with a
range of 3 feet, primarily for starting fires or
heating objects. CR 50; Weight: 0.5 lb.

Cold weather clothing: A set of heavy


clothing that protects against frigid
temperatures; includes a parka, trousers,
gloves, and boots. CR 150; Weight 12 lb.

Lockpick: A device designed to foil


mechanical and electronic locks, +2 to lock
picking skill success rolls. CR 100; Weight:
0.5 lb.

Backpack: Synthetic container that holds up


to 100 pounds, CR 40; Weight: 5 lb.

Magnetic Clamps: These devices may be


fitted to boots and allow the wearer to cling
to metallic surfaces, walk on spaceship hulls,
walk up metallic walls, etc. CR 200; Weight: 4
lb.

Communicator (Micro-set): The standard


handheld communication device has a range
of 100 miles unless connected to a comm
network and can be adjusted to a range of
frequencies. These devices also contain a
chronograph,
destination
compass,
holographic camera, holographic ray, sound
recorder and basic computer. CR 50; Weight:
0.5 lb.
Contra-grav belt: This device allows the user
with up to 250 lbs of additional weight to fly
at a speed of 120 feet per round. The flyer
may rise to a height of 180 feet. CR 2000;
Weight: 1 lb.
Eye spy: These very small (about 1 inch
diameter) flying robotic sensor devices may
be remotely controlled with a communicator
or hand scanner. The eye travels up to 120
each round and will send visual information
back to the controller, and can see with 60
extra-vision. If detected the device may be
attacked. It has an effective AC: 3 and 2 hit
points. CR 1500; Weight: negligible.

Med-kit: A small utility bag that contains a


med-scan, one container of skin spray, two
doses each of Anti-Tox, Flask, and Vax,
bandages, gauze, etc. CR 500; Weight: 6 lb.
Med-Scan: A character with physician or
Medic skill may use this device to accurately
assess the physical health of any known
being. CR 300; Weight: 2 lb.
Perimetric orbs: A security system
consisting of four small floating silver globes
designed to be set in a perimeter around a
camp and programmed to monitor an area
and sound an alarm if an intruder is detected.
One set may enclose a 900 square foot area. .
It has an effective AC: 4 and 1 hit point. CR
1000; Weight: 0.5 lb.
Rope: A durable, narrow gauge synthetic
cord that can safely handle 300 pounds. CR
10 and Weight: 5 lb. per 50 feet.

Scan goggles: These devices are similar to


the Scan-scope,
scope, below, but are designed to be
worn. They provide magnification of up to
1000X and infrared and night vision
capabilities up to 60 feet. CR 200; Weight: 0.5
lb.
Scan scope: These binocular devices have a
magnification of up to 2000X and provide
infrared and night vision capabilities up to
120 feet. CR 200; Weight: 0.5 lb.
Survival rations: Survival rations contain
enough preserved food and nutrient pills for
one person for one week. Rations are
available to suit every race. CR 50
50. 3 lb.
Telescopic pole: This device may be
extended from a small duranium
m alloy baton
to a 10 foot pole that can support up to 2000
pounds. CR 75; Weight: 1 lb.
Translator orb: These small golden globes
are super-scientific
scientific devices worn in the ear
and programmed with one or more languages
that will be automatically translate
translated into the
speech of the wearer. The wearer may also
mentally speech and the device will provide
the foreign or alien words. The translations
are not perfect and there is a slight delay in
receiving the translation. The user will also
be limited in his orr her ability to speak some
words in difficult alien languages. CR 100 per
programmed language; Weight: 0.5 lb.
Utility belt: A durable synthetic belt with
several compartments that hold a laser
flashlight, a multi-tool,
tool, a 3 foot square of
heavy duty waterproof
proof film, a telescopic 10
foot pole, and a micro-weave
weave compressed
heat reflective blanket. CR 200; Weight: 2.5 lb.
Water skin: A water skin is a thin sheet of
osmotic film that measures approximately 3
square feet. It may be unfolded and spread
on the ground where, assuming any
atmospheric or ground water is present, it
will absorb up to one gallon. When placed in a
container of water the skin will purify up to
10 gallons. CR 30; Weight: 0.5 lb.

Drugs
Anti-Tox: This drug is a powerful multimulti
purpose anti-toxin. Each dose allows a poison
victim to make an additional saving throw vs.,
poison at +4 to overcome the effects of the
toxin. Certain poisons cannot be treated with
this drug as special ingredients may be
needed. CR 50; Weight: 0.5 lb. per dose.
Boon: This drug provides a temporary boost
of 1d2 points to the individuals STR, CON, and
DEX attributess and 1d6 additional hit points.
points
The effect lasts 1d2 turns and no attribute
may be increased beyond 18. CR 600; Weight:
0.5 lb. per dose.
Flask This drug
rug is a potent bio-stabilizer,
bio
mild
narcotic
analgesic
and
tissue
regenerative serum. One standard dose
delivered by hypo-spray
spray injector will heal
1d6 +1 hit points. CR 60; Weight: 0.5 lb. per
dose.

PSY drug: This drug is a derivative of rare


anti-synthetic life extending and mind
altering drug Slan, found only on Canopus 3.
One dose, delivered by hypo-spray injector,
provides a temporary boost of 1d4 points to
the individuals PSY attribute. The effect lasts
1d4 turns and the attribute may not be
increased beyond 18. CR 800; Weight: 0.5 lb.
per dose.

Skin spray This drug is a plasti-skin and


tissue regenerative mixture in aerosol form.
One container yields 6 doses, each will heal
1d4 hit points. CR 120; Weight: 1 lb.
Vax: This drug is used to combat diseases. A
dose allows one afflicted with a natural
disease to make an additional saving throw
vs. death at +2 to overcome the effects of the
illness. CR 40; Weight: 0.5 lb. per dose.

ENCOUNTERS AND COMBAT


ENCOUNTERS AND TIME
When an enemy or monster confronts the
characters (or vice versa), this situation is
called an encounter.. In encounters and during
combat, time is typically measured in rounds.
Details for generating random encounter
encounters
will be given in Book 3: Campaigns in Space

and Alien Planets. The monster descriptions


in Book 2: Space Monsters will include the
number of monsters encountered.
If a
random encounter occurs the Referee will roll
2d6 x 10 to determine the distance in number
of feet separating
eparating the characters and the

encountered beings.

As an optional rule each


ach character and
monster in the encounter would roll
separately for initiative. Characters adjust
their roll by applying their DEX bonus, and
the Referee may apply a bonus to the
monsters or opponents rolls if they have a
high movement. The character or monster
with the highest modified roll may act first
followed by the character or monster with the
next highest, etc.
The Referee will next check the monsters
reaction by rolling 2d6. At this point the
characters
rs can decide what actions to take,
whether to fight, flee, or try to talk to the
monster.
Initiative is rolled again for each side at the
start of each round. Usually an encounter is
over when one side either dies or flees.
Many monsters,, particularly inimical
in
beings,
will always attack when they encounter
characters.

MORALE AND RETREAT

INITIATIVE, REACTIONS AND SURPRISE


At the outset of any random or pre
pre-planned
encounter, the Referee rolls 1d6 for each
group; a roll of 1 or 2 on 1d6 means the group
is surprised and cannot act for one round.
The referee may modify the rolls based on
any unusual situation or activity that may
influence the result. When both sides are
surprised, they do not act the first round, but
the second round initiative is rolled for each
side normally,
rmally, if neither group is surprised,
each rolls initiative immediately. If one side is
surprised but the other is not, then the side
that is not surprised can attack.
Next each opposing group must roll 1d6 for
initiative, the groups act in turn from hig
highest
roll to lowest.

Retainers and monsters have morale ratings,


indicated by the hiring characters CHA in the
former case and as a part of the monsters
description in the latter.. This rating can be
adjusted at the Referee discretion. The
Referee rolls 2d6, and if the result is lower
than the morale rating, accounting for any
adjustments, the roll has succeeded. If the roll
fails, the retainer or monster will attempt to
retreat, or flee if the situation is particularly
intimidating.
If an encountered monster or group is
surprised, characters may opt to retreat. In
some cases, encountered monsters or beings
that surprise the characters may also elect to
retreat. Otherwise, the probability that one
group can escape from another must be
determined by the Referee based on
particulars of the situation.

COMBAT MOVEMENT
Players announce that their characters
movement during a melee round prior to the
initiative roll. A combatant may move its
encounter movement and attack in the same
round, but if a greater distance is traversed
no attack is possible. Note that higher level
Warriors, hasted characters or beings, and
some monsters are allowed multiple attacks
per round and may sacrifice
acrifice one attack for
additional movement.
A fighting retreat allows a character or
monster to move backwards at normal

encounter movement. However, there must


be a clear path for this movement.
A full retreat occurs when a combatant
c
disengages from combat at a rate greater than
1/2 of encounter movement. The combatant
c
making the movement forfeits any attack, and
opponent s attack with a +2 to hit.

ATTACKS
Characters may move and make a ranged
weapon attack, or move and make a melee
attack in one round. Readying, switching
s
or
reloading weapons is done in lieu of one
attack. Most characters can only attack once
each round, but high level Warriors
W
and some
monsters are allowed multiple attacks. A
player or the referee will roll 1d20 to
determine if most types of attack are
successful. The modified result of the roll is
compared to the attack table for either
characters or monsters, as appropriate. A
result that is equal to or above the attack
value that corresponds to the characters
level or the monsters
rs hit dice and the
opponents armor class results in a hit.
Damage is then rolled by weapon type or
monster attack, taking into account any
bonuses or penalties. See the attack tables
later in this section.
Melee and and-unarmed attacks are possible
when opponents are within 5 feet of one
another. Ranged, or energy and projectile
weapon, attacks are usually possible only
when opponents are greater
er than 5 feet from
one another.

MELEE COMBAT
Melee attacks are made by hand-held
hand
weapons such as swords or axes. The ability
to hit and damage done is affected by STR

adjustments, as well as bonuses for magical


weapons. Characters only have 1 attack in a
round, except for high-level Warriors. Some
monsters are allowed multiple attacks.
The Referee will use discretion in
determining how many attackers can strike at
one opponent. Usually only two characters
may fight side-by-side in a 10 foot wide
hallway.

further away than the range listed, the


weapon cannot hit that opponent.
An attacker with most types of ranged
weapon cannot hit any opponent that is
entirely behind a barrier. However, the
Referee may apply attack penalties of
between -1 and -4 if the target is only partly
under cover.

UNARMED COMBAT

AUTOMATIC FAILURE
If a natural 1 is rolled on the 1d20 attack roll,
the attack is an automatic failure and misses
the target regardless of the number needed to
hit and any modifiers.
Additionally, the player or Referee must roll a
1d6. A roll of 4 or 5 indicates that the weapon
used in the attack was dropped, jammed, or
otherwise rendered inoperable for one
additional round and a roll of 6 indicates that
the weapon is broken and unusable until
repaired.

DOUBLE DAMAGE AND INSTANT DEATH


If a natural 20 is rolled on the 1d20 attack
roll, the attack is a critical hit; the damage
dice are doubled and any damage modifiers
are subsequently added.
Additionally, the player or Refereee may roll a
second 1d20. A roll of 19 or 20 indicates that
the attack resulted in instant death for the
opponent.

RANGED ATTACKS
All ranged weapons are statted with
maximum effective ranges, which must be
taken into account when trying to strike an
opponent at a distance. If an opponent is

Unarmed combat functions as melee combat,


but damage by generally human sized beings
without natural weaponry is determined by
1d2 + STR modifiers.

AERIAL COMBAT
Some flying monsters or beings and even
flying characters may make a swooping
attack on surprised opponents. The referee
may improvise an array of other situations
that may occur.

DAMAGE AND HEALING


Damage dealt in combat is subtracted from
the targets hit points. For all characters and
nearly all monsters, when hit points reach 0
the individual is dead.
All living beings recover hit points through
rest. Most androids and robots recover also
hit points over time through the use of
internal self-repair mechanisms For each full
day of complete rest, a character or monster
will recover 1d3 hp. If the rest is interrupted,
the character or monster will not heal that
day. Healing also occurs through other means
including PSY and super-scientific powers,
devices, drugs, and medical treatment.

Attack Table by Class

Classes
Adventurer,
Android/Ro
bot
Astronaut Warrior
Level Ranges
0
1-2
1
3-4
2-3
5-6
4
7-8
5-6
9-10
7
11-12
8
13-14
9
15-16
10-11
17-18
12
19-20
13
21+
14
15
16
17
18
19+

Attack Values: Roll 1d20 and hit the Armor Class with the listed value
or higher
Scientist
1-2
3-5
6-8
9-11
12-13
14-15
16-18
19-20
21-23
24+

Attacking
Monster HD
1 or less
1+ and 2
2+ and 3
3+ and 4
4+ and 5
5+ and 6
6+ and 7
7+ to 9
9+ to 11
11+ to 13
13+ to 15
15+ to 17
17+ to 19
19+ to 21
21+ and above

-6
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11

-5
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10

-6
20
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10

-5
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9

-4
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8

-3
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7

-2
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6

-1
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5

Armor Class
0 1 2 3
20 19 18 17
19 18 17 16
18 17 16 15
17 16 15 14
16 15 14 13
15 14 13 12
14 13 12 11
13 12 11 10
12 11 10 9
11 10 9 8
10 9 8 7
9 8 7 6
8 7 6 5
7 6 5 4
6 5 4 3
5 4 3 2
4 3 2 2

Monster Attack Table


Attack Value for Armor Class
-4 -3 -2 -1 0 1 2 3 4 5
20 20 20 20 19 18 17 16 15 14
20 20 20 19 18 17 16 15 14 13
20 20 19 18 17 16 15 14 13 12
20 19 18 17 16 15 14 13 12 11
19 18 17 16 15 14 13 12 11 10
18 17 16 15 14 13 12 11 10 9
17 16 15 14 13 12 11 10 9 8
16 15 14 13 12 11 10 9 8 7
15 14 13 12 11 10 9 8 7 6
14 13 12 11 10 9 8 7 6 5
13 12 11 10 9 8 7 6 5 4
12 11 10 9 8 7 6 5 4 3
11 10 9 8 7 6 5 4 3 2
10 9 8 7 6 5 4 3 2 2
9 8 7 6 5 4 3 2 2 2

6
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2

7
12
11
10
9
8
7
6
5
4
3
2
2
2
2
2

4
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2

8
11
10
9
8
7
6
5
4
3
2
2
2
2
2
2

5
15
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2

9
10
9
8
7
6
5
4
3
2
2
2
2
2
2
2

6
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2
2

7 8 9
13 12 11
12 11 10
11 10 9
10 9 8
9 8 7
8 7 6
7 6 5
6 5 4
5 4 3
4 3 2
3 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2

SAVING THROWS
All characters and monsters can make saving throws to avoid the full effects of certain powers,
attacks, and effects. When a saving throw is required, the player or Referee will roll 1d20 and
consult the appropriate table below. A result that is greater than or equal to the value listed for the
saving throw is a success. However, the roll is failed if the result is less than the listed number.
Certain modifiers may apply.
Some successful saving throw rolls will completely negate an effect, while others will result in only
half damage rather than full damage. There are times when an attack, like a poisonous bite, can do
damage from both the bite itself and from poison separately. Poison usually kills if the saving throw
is failed. The appropriate saving throw to use and the effects with a success or failure will be
indicated in the description of the power, monster attack, or Referee.

ADVENTURER/ ASTRONAUT SAVING


THROWS
Level

Death

Energy
Blast

1-4
5-8
9-12
13-16
17+

11
9
7
3
2

16
14
12
8
6

Poison
and
Disease
14
12
10
8
6

MONSTER SAVING THROWS


PSY
Effects

HD

Death

Energy
Blast

12
10
8
6
5

0 to 4
4+ to -8
8+ to 12
12+ to-16
16+ and
up

13
11
9
7
6

16
14
12
8
6

ANDROID/ROBOT/SCIENTIST SAVING
THROWS
Level

Death

Energy
Blast

1-4
5-8
9-12
13-16
17+

13
11
9
7
6

16
14
12
8
7

Poison
and
Disease
13
11
9
7
6

Poison
and
Disease
14
12
10
8
6

PSY
Effects
14
12
10
8
6

WARRIOR SAVING THROWS

PSY
Effects

Level

Death

Energy
Blast

13
11
9
7
6

0-4
5-8
9-12
13-16
17+

13
11
9
7
6

16
14
12
8
6

Poison
and
Disease
14
12
10
8
6

PSY
Effects
14
12
10
8
6

ADVENTURING
ALIEN RUINS, HULKS, AND BASES
Many adventures will take place in
underworld or enclosed environments
including ancient alien underworld ruins,
space hulks, abandoned or active bases or
other installations, etc.. Rules relevant to
exploring such environments are included
herein for the draft play-test
test edition. A
revised version of these rules and rules for
planetary and space adventures will be

included in Book 3: Campaigns in Space and


on Alien Planets.

TIME AND MOVEMENT


Game time in Humanspace Empires is
measured in turns and rounds. One turn is the
equivalent in game time to 10 minutes and
one round represents ten seconds of game
time; there are 60 rounds
nds in a turn. Character
actions that take one turn can include

searches for secret doors or traps in a 10 foot


by 10 foot room, or cautiously moving the full
movement rate (120 feet unless heavily
encumbered). The low rate of movement in
cautious exploring considers that characters
are exploring, watching their footing and
surroundings, mapping and taking care to
avoid obstacles. This is referred to as
exploring movement. Combat movement
occurs when characters encounter enemies
or face other immediate challenges. In these
cases characters move at 1/3 their movement
rate per round, typically 40 feet, unless
heavily encumbered. At running speed, a
character may normally travel, 120 feet in
one round.
In all matters of time and movement, the
Referee is the ultimate authority on what may
be accomplished in a given period of time.

REST
Characters can explore, fight, or otherwise
remain active for 5 turns before needing to
rest for 1 turn. If a character chooses not to
rest at that point, he or she suffers a penalty
of -1 on hit and damage rolls, saving throws,
and any other roll under the adjudication of
the referee, until they have rested for 1 turn.

ENCUMBRANCE
Encumbrance is measured in pounds, and is
calculated based on adding the weights of all
significant items carried, including weapons
and armor. A character may normally carry
no more than 10 pounds per each one point
of their strength attribute. A characters
movement rate is reduced 25% for each 25%
of his or her maximum carrying capacity that
is exceeded by carried or worn items.

LIGHT AND DARKNESS


Various super-scientific light sources and
vision enhancing equipment are detailed
elsewhere in this book.
Primitive light
sources such as torches or lanterns emit light
in a 30 foot radius. Lanterns use flasks of oil
as fuel; a lantern can burn continuously on 1
flask of oil for 24 turns. Torches burn
continuously for 6 turns before burning out.

Characters or monsters that carry a light


source are unable to surprise opponents,
Characters with infravision can see the heat
energy that radiates off of living things.
Generally, living things will
be visible as tones of red, yellow, and blue,
while cool items are gray and very cold
objects are black. Any beings that cannot see
due to darkness or blindness suffer 4 to hit
when attacking.
Air and Gravity
An unprotected human or other air breathing
planetary being exposed to the vacuum of
space suffers no damage during the first
round of exposure, but each round thereafter
4d6 points of damage are taken with no
saving throw allowed.
An air breathing being may remain
underwater or within an airless environment
or an environment with toxic atmosphere for
a number of rounds equal to their CON
attribute +1d4 without suffering damage.
Subsequently, the character takes 4d6 points
of damage per round; each round a saving
throw vs. poison is allowed. A successful roll
results in damage.
Combat in a zero-gravity environment is
difficult.
Adventurers,
Astronauts,
or
Warriors from advanced or super-scientific
with any weapon skill and similar enemies
are assumed to have some relevant
experience; other characters and enemies
suffer a -4 penalty to all attack, damage and
saving throws
and other
penalties
determined by the Referee. Characters in
environments with significantly lower or
higher gravity than that which they are
accustomed to will be, respectively, granted
or penalized 1d4 additional STR and DEX
points (to a maximum of 18). Additional
effects, such as increased leaping ability or
speed, may be determined by the Referee.

DOORS
Doors may be significant obstacles in space
dungeons.. A character with thief skill may
attempt to pick locks. Characters may also

attempt to force a door open. Forcing doors


(and other force tests) are resolved by rolling
1d6. A result of 2 or less means the door has
been broken down. Strength adjustments
apply, but no matter what the adjustment
there should always be a chance of success or
failure. Bonuses cannot take the success
range above 5 or below 1 on 1d6.

augmented senses succeed on a roll of 1 or 2


on 1d6. Players must declare that their
characters are actively looking for traps,. This
roll may only be made once in a particular
location, and it takes 1 turn per effort.

Secret doors can only be spotted if characters


search for them. The Referee rolls 1d6 when a
player declares that his cannot be made in the
same area. Si character is looking for secret
doors. A result of 1 on 1d6 succeeds.
Characters with superior vision or thief skill
succeed on a roll of 1 or 2 on 1d6. A character
can only attempt to look for secret doors once
in any given area, and the search requires 1
turn.

AWARDING EXPERIENCE

Should characters attempt to listen at a door


the Referee rolls 1d6. A roll of 1 results in
success, and a roll of 1 or 2 succeeds for
beings with superior hearing or thief skill.

TRAPS AND TRAP DETECTION


All characters may succeed in spotting a trap
on a roll of 1 on 1d6. Beings with superior or

A character will trigger a nearby trap on a roll


of 1 or 2 on 1d6,

All characters that survive an adventure are


awarded experience points (XP). Experience
points are gained from three sources, the
recovery of treasure, defeating monsters or
foes, and arbitrarily at the discretion of the
Referee. Characters gain XP from treasure at
the rate of 1 XP per 1 CR value. The values of
all items are added together, converted to CR
units and the equivalent amount of XP is
divided evenly between the characters.
All defeated monsters or foes yield XP based
on how great their challenge. Monsters and
foes are worth 50 XP per value per level or hit
die. The value is doubled if the monster or foe
possessed any special powers. The total is
divided amongst any characters that
participated in the encounter.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").
All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
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reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
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extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based
on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE

HUMANSPACE EMPIRES

SCIENCE FANTASY ADVENTURES


NAME:
CLASS & LEVEL:
RACE+SEX:
HOMEWORLD:

AGE:

STR:

INT:

DEX:

PSY:

CON:

CHA:

HP:

LANGUAGES:

AC:
ARMOR:
WEAPONS:

BACKGROUND SKILLS:

CLASS SKILLS:
POWERS :

CR/GEAR:

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